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	<title>5uper.net Coded Cultures - Exploring Creative Emergences, Vienna 2009</title>
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	<description>Binational Festival</description>
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		<title>Elsy Lahner</title>
		<link>http://codedcultures.org/at/elsy-lahner/</link>
		<comments>http://codedcultures.org/at/elsy-lahner/#comments</comments>
		<pubDate>Mon, 24 Aug 2009 22:32:21 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2619</guid>
		<description><![CDATA[<div id="elsy_lahner_div" class="curator"><div class="contentLeft"><img src="/jp/wp-content/uploads/2009/08/Elsy04.jpg" alt="Elsy Lahner" title="Elsy Lahner" width="169" height="254" /></div>
<div class="contentRight"><strong><a id="elsy_lahner" href="/at/jp/elsy-lahner">Elsy Lahner</a> (Curator / Austria)</strong><br/>
Lives and works as curator in Vienna, Austria. Since 2007 and together with Alexandra Grausam managing and artistic director of „das weisse haus“, an exhibition space for progressive young art, Vienna. Since 2008 and together with Georg Russegger managing director of O.F.F. - O-sutoria Freespace Foundation, Yokohama and Vienna. In 2008/2009 Curator-in-residence at the Academy of Fine Arts Vienna. Main projects include: exhibition series „Space Invasion“ (2006 – ongoing, Vienna), „Into Position“ (2007, Vienna),  „DISPLACE - Junge Fotografie aus Wien“ (2007, Salzburg; 2008, Bonn), „The Value Issue“ (with Jasper Sharp, Parabol Art Magazine, 2009), exhibitions at „das weisse haus“ (2007 – ongoing, Vienna) and the Academy of Fine Arts (2008/2009, Vienna), "Next Reality" (with Takahiro Kaneshima, 2009, Yokohama).</div></div>]]></description>
			<content:encoded><![CDATA[<div id="elsy_lahner_div" class="curator">
<div class="contentLeft"><img src="/jp/wp-content/uploads/2009/08/Elsy04.jpg" alt="Elsy Lahner" title="Elsy Lahner" width="169" height="254" /></div>
<div class="contentRight"><strong><a id="elsy_lahner" href="/at/jp/elsy-lahner">Elsy Lahnera</a> (Curator / Austria)</strong><br/><br />
Lives and works as curator in Vienna, Austria. Since 2007 and together with Alexandra Grausam managing and artistic director of „das weisse haus“, an exhibition space for progressive young art, Vienna. Since 2008 and together with Georg Russegger managing director of O.F.F. &#8211; O-sutoria Freespace Foundation, Yokohama and Vienna. In 2008/2009 Curator-in-residence at the Academy of Fine Arts Vienna. Main projects include: exhibition series „Space Invasion“ (2006 – ongoing, Vienna), „Into Position“ (2007, Vienna),  „DISPLACE &#8211; Junge Fotografie aus Wien“ (2007, Salzburg; 2008, Bonn), „The Value Issue“ (with Jasper Sharp, Parabol Art Magazine, 2009), exhibitions at „das weisse haus“ (2007 – ongoing, Vienna) and the Academy of Fine Arts (2008/2009, Vienna), &#8220;Next Reality&#8221; (with Takahiro Kaneshima, 2009, Yokohama).</div>
</div>
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		<item>
		<title>Coded Cultures Closing Event/ Party: 31.May 2009, MQ Hofstallungen</title>
		<link>http://codedcultures.org/at/coded-cultures-closing-event-party/</link>
		<comments>http://codedcultures.org/at/coded-cultures-closing-event-party/#comments</comments>
		<pubDate>Thu, 21 May 2009 19:13:37 +0000</pubDate>
		<dc:creator>parasew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[closing]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[party]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2554</guid>
		<description><![CDATA[
The evening event of the CODED CULTURES  festival in Vienna  is situated at the »Hofstallungen« (MUMOK) of MuseumsQuartier Vienna.
 
Starting with Pecha Kucha Night, followed by a Live-Performance of Artist-In-Residence Tetsuya Umeda and finally leading to contemporary electronic music featuring a selection of live-acts and DJs from the label Trust Records and the Japanese party format Minimal Tokyo.
 
Pecha [...]]]></description>
			<content:encoded><![CDATA[<p><img width="540" title="play_fm_teaser" src="http://codedcultures.com/wp-content/uploads/2009/05/play_fm_teaser.gif" alt="play fm teaser Coded Cultures Closing Event/ Party: 31.May 2009, MQ Hofstallungen"  /></p>
<p><span><strong>The evening event <span style="font-weight: normal; "><span><strong>of the CODED CULTURES  festival in Vienna </strong></span><span><strong> is situated at the »Hofstallungen« (MUMOK) of MuseumsQuartier Vienna.</strong></span></span></strong></span></p>
<p> </p>
<p><strong>Starting with</strong> Pecha Kucha <span>Night, followed by a Live-Performance of Artist-In-Residence Tetsuya Umeda and finally leading to contemporary electronic music featuring a selection of live-acts </span><span>and DJs from the label Trust Records</span><span> and the Japanese party format Minimal Tokyo.</span></p>
<p> </p>
<p><strong>Pecha Kucha Night </strong></p>
<p><span>Devised by Astrid Klein and Mark Dytham (Klein Dytham architecture) in Tokyo, Pecha Kucha Night was conceived in 2003 as a place for young designers and architects to meet, network, and show their work in public. As we all know, depending on who speaks, a presentation can last for hours. The key to Pecha Kucha Night is its patented system for avoiding this fate. Each presenter is allowed 20 images for his/her presentation, each shown for 20 seconds – giving 6 minutes and 40 seconds of fame before the next presentation is up. Since its introduction in 2003 Pecha Kucha has spread over more than 150 cities with events on a regular basis. Since 2007 the communications agency brainiacs and BKK-3 architecture organize Pecha Kucha Nights in Vienna.</span></p>
<p><span>For more information:<a href="http://www.pechakucha.at"><span style="color: #000000; text-decoration: none;"> </span></a><a href="http://www.pechakucha.at">www.pechakucha.at</a></span></p>
<p> <br />
<strong> Tetsuya Umeda <span style="font-weight: normal; ">(Live Performance)</span></strong></p>
<p><span><a href="http://codedcultures.com/tetsuya-umeda/">Tetsuya Umeda</a>, emerging artists from Japan, is well known for his unique sound-performances using everyday objects and subtle electro-acoustic elements. His self made sound tools and custom made sound-systems create an atmosphere of improvisation and composition. He has participated in a large number of exhibitions and events, including &#8220;Festival Beyond Innocence&#8221; (Osaka, 2002-2007), &#8220;Instal&#8221; (Scotland, 2006), &#8220;Sound Art Lab&#8221; (Osaka, 2005), &#8220;the listening project&#8221; (London, 2006), &#8220;waitool sounds&#8221; (San Francisco, 2007), &#8220;Sound Effect Seoul&#8221; (Seoul, 2007), &#8220;Blurrr&#8221; (Tel Aviv, 2007) and others.</span></p>
<p><span><strong> MINIMAL TOKYO &amp; TRUST REC. </strong></span><span> (Visuals: <a href="http://dextro.org">DEXTRO</a>)</span></p>
<p><strong>Minimal Tokyo</strong> is an international collective of DJs, producers, designers and media artists. Since 2007 <a href="http://minimaltokyo.com">Minimal Tokyo</a> has been running one of Tokyo’s top events for electronic dance music with a minimal flavor: minimal techno, click house and tech house, inviting both talented underground producers <span>from Japan as well as internationally</span> re-known artists from all over the world. Minimal Tokyo also closely collaborates with visual artists: photographers, graphic designers and moving image artists striving to create a perfect balance between electronic music and digital visuals.</p>
<p><span><strong></strong></span></p>
<p><span><strong>Trust Records</strong> is following its vision of cold, funky machine beats for over 10 years now. <a href="http://www.trust.at/">TRUST</a> is Vienna&#8217;s main outlet for Detroit-style underground electro, techno bass and futuristic breaks. The label is run by DJ Glow, and besides local talent like Microthol, Epy and Lok44 the label’s roster has mean</span><span>while expanded to include respected</span><span> international artists like Urban Tribe or Clatterbox.</span></p>
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		</item>
		<item>
		<title>Japan Media Arts Festival</title>
		<link>http://codedcultures.org/at/japan-media-arts-festival/</link>
		<comments>http://codedcultures.org/at/japan-media-arts-festival/#comments</comments>
		<pubDate>Thu, 21 May 2009 19:06:32 +0000</pubDate>
		<dc:creator>parasew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[associated]]></category>
		<category><![CDATA[coded cultures]]></category>
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		<guid isPermaLink="false">http://codedcultures.org/at/?p=2549</guid>
		<description><![CDATA[AFTER SCHOOL MIDNIGHT  (c) KOO-KI Entertainment / GA Digital Graphics.
: net culture space
Japan Media Arts Festival
Anime Screenings
May 27th &#8211; June 07th
In cooperation with &#8220;CODED CULTURES &#8211; Exploring Creative Emergences&#8221; the excellent animation works, awarded by the 11th Japan Media Arts Festival, will be presented in May 2009. The screening event is taking place at the former [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2550" title="midnight_main2" src="http://codedcultures.com/wp-content/uploads/2009/05/midnight_main2.jpg" alt="midnight main2 Japan Media Arts Festival" width="625" height="472" />AFTER SCHOOL MIDNIGHT  (c) KOO-KI Entertainment / GA Digital Graphics.</p>
<p>: <a href="http://www.netculturespace.at/" target="_blank">net culture space</a><br />
<strong><a href="http://codedcultures.com/japan-media-arts-festival">Japan Media Arts Festival</a><br />
Anime Screenings</strong><br />
May 27th &#8211; June 07th</p>
<p>In cooperation with &#8220;CODED CULTURES &#8211; Exploring Creative Emergences&#8221; the excellent animation works, awarded by the 11th Japan Media Arts Festival, will be presented in May 2009. The screening event is taking place at the former Net Culture Space at MuseumsQuartier Vienna.<br />
The Japan Media Arts Festival has been an annual event in Tokyo, Japan since 1997. Its aim is to promote the creation and development of media arts. The Festival highlights creative works not only in art but also in the fields of entertainment, animation and manga. Besides the annual exhibition in Tokyo, the overseas exhibition of this festival is held once a year. The forthcoming exhibition will take place in September 2009 at MQW. For the first time, those media art works will be shown to a European audience as the cutting edge culture with the topic &#8220;OTO&#8221; meaning &#8220;Sound&#8221; in Japanese. We hope the audience in Austria enjoys this selection and and are looking forward to intensify the cultural relations between Japan and Austria during the Austria &#8211; Japan Year 2009.</p>
<p>More information about the<br />
Japan Media Arts Festival can<br />
be found on the website:<br />
<a href="http://plaza.bunka.go.jp/english"> http://plaza.bunka.go.jp/english</a></p>
<p>Japan Media Arts Festival<br />
in Vienna 2009<br />
September 12th &#8211; 20th 2009<br />
MuseumsQuartier Vienna</p>
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		<title>Workshop by Hiroshi Yoshioka and seminar on Open Source: Academy of Fine Arts, Vienna &#8211; Conceptual art department</title>
		<link>http://codedcultures.org/at/workshop-hiroshi-yoshioka-university-of-fine-arts/</link>
		<comments>http://codedcultures.org/at/workshop-hiroshi-yoshioka-university-of-fine-arts/#comments</comments>
		<pubDate>Thu, 21 May 2009 18:59:31 +0000</pubDate>
		<dc:creator>parasew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[artist-in-residence]]></category>
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		<guid isPermaLink="false">http://codedcultures.org/at/?p=2546</guid>
		<description><![CDATA[Photo: Hiroshi Yoshioka, Sendai Mediatheque // Artist: Takamine Tadasu
25.5.-27.5.2009
University of Fine Arts
Workshop: Prof. Hiroshi Yoshioka
Akbild, Semperdepot, Lehargasse 8, M1
25.5.: 7 p.m. – 8 p.m.
26.5.: 11 a.m. &#8211; 3 p.m.
27.5.: 1 p.m. – 4 p.m.
The workshop by  Hiroshi Yoshioka will focus on contemporary art and media art from Japan and other Asian countries in order [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://codedcultures.com/wp-content/uploads/2009/05/sendai_takamines-work_cmyk.jpg" alt="sendai takamines work cmyk Workshop by Hiroshi Yoshioka and seminar on Open Source: Academy of Fine Arts, Vienna   Conceptual art department" title="sendai_takamines-work_cmyk" width="625" height="417" class="alignnone size-full wp-image-2547" />Photo: Hiroshi Yoshioka, Sendai Mediatheque // Artist: Takamine Tadasu</p>
<p>25.5.-27.5.2009<br />
University of Fine Arts<br />
Workshop: Prof. Hiroshi Yoshioka<br />
Akbild, Semperdepot, Lehargasse 8, M1<br />
25.5.: 7 p.m. – 8 p.m.<br />
26.5.: 11 a.m. &#8211; 3 p.m.<br />
27.5.: 1 p.m. – 4 p.m.</p>
<p>The workshop by  Hiroshi Yoshioka will focus on contemporary art and media art from Japan and other Asian countries in order to discuss economic, political and technological issues.  The works presented will be those by Asian artists from the Ogaki Biennale in 2006 in Japan, along with experimental animation works, which are completely different from what is accepted as &#8220;Japanimation&#8221; or &#8220;Japan Cool,&#8221; and with modern computer music projects by Masahiro Miwa and his students.<br />
The students involved in the seminar on Open Source formulate their positions in the following way: » In the context of educational institutions, it is important to pose the question towards the access of free software / media in order to give an alternative to the dominant proprietary software / media. The proprietary media mainly used on the labor market, has shaped the knowledge and skills of students, creating a dependency on these tools. There is a need to understand and not allow ourselves to be blindly subjected towards the structures imposed on us during our educational process.«  – Annalisa  Cannito, Chui Yong Jian, Philip Leitner, Ivette Mrova.</p>
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		</item>
		<item>
		<title>ca. 2 jō &#8211; substitute of common places</title>
		<link>http://codedcultures.org/at/ca-2-jo-substitute-of-common-places/</link>
		<comments>http://codedcultures.org/at/ca-2-jo-substitute-of-common-places/#comments</comments>
		<pubDate>Thu, 21 May 2009 18:43:50 +0000</pubDate>
		<dc:creator>parasew</dc:creator>
				<category><![CDATA[events]]></category>
		<category><![CDATA[associated]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[dieangewandte]]></category>
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		<guid isPermaLink="false">http://codedcultures.org/at/?p=2539</guid>
		<description><![CDATA[ exhibition developed within the department "Transmedia Arts"  (Prof. Brigitte Kowanz) at the University of Applied Arts Vienna]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-large wp-image-2541" title="angewandte_cmyk" src="http://codedcultures.com/wp-content/uploads/2009/05/angewandte_cmyk-625x1024.jpg" alt="angewandte cmyk 625x1024 ca. 2 jō   substitute of common places" width="625" height="1024" /></p>
<p> </p>
<p><strong>26.5.-7.6.2009</strong><br />
University of Applied Arts<br />
<a href="http://codedcultures.com/ca-2-jo-substitute-of-common-places">ca. 2 jo &#8211; substitute of common places</a><br />
(Transmedia Arts Department)<br />
<strong>Opening: 25.5., 19.00</strong><br />
Open daily: 6 a.m. – 6 p.m. </p>
<p> </p>
<p>The exhibition was developed within the course of Dr. Georg Russegger at the department of &#8220;Transmedia Arts&#8221;. Related to the context of CODED CULTURES and the »Austria-Japan Year 2009« the aim was to explore contents and practices of creative self-design and self-organization, to raise questions about binational cooperations of artists and artistic projects.<br />
By presenting examples and research footage from Japanese arts and cultures the goal was to establish an external view on these conditions. The indoctrination of a cooperation year does not suffice to create common places and common situations per se. Dealing with the issue of artistic ideas and developments opens the opportunity to create a think tank of unforced interpretations and ideas which can also lead to substitutes of cooperation.<br />
In this sense each student had to develop an idea in cooperation with a Japanese counterpart, to establish a set of communications leading to an art piece. Those are exhibited in a glass porch with the size of A (Jap. square measure) which serves as a metaphor for the lack of space in Japan. The thereby percieved spacial density reflects the intellectual density the artists’ aim to achieve in the exhibition.</p>
<p>Participating Artists:</p>
<ul> Verena Dürr<br />
Kathrin Kaiser<br />
Wolfgang Lehrner<br />
Alexander Martinz<br />
Tobias Pilz<br />
Johann Scholz<br />
Nicole Weniger</ul>
<p><a href="http://transmedialekunst.com">www.transmedialekunst.com</a></p>
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		</item>
		<item>
		<title>Koloman Kann</title>
		<link>http://codedcultures.org/at/koloman-kann/</link>
		<comments>http://codedcultures.org/at/koloman-kann/#comments</comments>
		<pubDate>Wed, 06 May 2009 08:54:30 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[documentation]]></category>
		<category><![CDATA[koloman kann]]></category>
		<category><![CDATA[team]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2111</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/05/kolo_portrait.jpg" alt="Koloman Kann" title="Koloman Kann" width="169" height="254" /></div>
<div class="contentRight"><strong><a href="/at/koloman-kann">Koloman Kann</a> (Documentation / Austria)</strong><br/>
Koloman Kann, born 1977, studied painting in the Masterclass for Arts at the Ortwein-school in Graz. After the final exam in 2003, he enroled at the Academy of Fine Arts Vienna, where he  studied at the class for (post)conceptual arts (Marina Grznic), and since 2007, at the class for painting (Daniel Richter). He did the videocamera for the project „West und Ost“ by the Israelien „Sala-Manca-group“ in Vienna and a Videodocumentary on the work of the Styrian art-collective „K.U.L.M.“.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/05/kolo_portrait.jpg" alt="Koloman Kann" title="Koloman Kann" width="169" height="254" /></div>
<div class="contentRight"><strong>Koloman Kann (Documentation / Austria)</strong><br/><br />
Koloman Kann, born 1977, studied painting in the Masterclass for Arts at the Ortwein-school in Graz. After the final exam in 2003, he enroled at the Academy of Fine Arts Vienna, where he  studied at the class for (post)conceptual arts (Marina Grznic), and since 2007, at the class for painting (Daniel Richter). He did the videocamera for the project „West und Ost“ by the Israelien „Sala-Manca-group“ in Vienna and a Videodocumentary on the work of the Styrian art-collective „K.U.L.M.“.</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Anna Rosalia Wahrbichler</title>
		<link>http://codedcultures.org/at/anna-rosalia-wahrbichler/</link>
		<comments>http://codedcultures.org/at/anna-rosalia-wahrbichler/#comments</comments>
		<pubDate>Wed, 06 May 2009 08:49:47 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[anna wahrbichler]]></category>
		<category><![CDATA[coded cultures]]></category>
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		<category><![CDATA[trainee]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2107</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/05/anna_portrait.jpg" alt="Anna Rosalia Wahrbichler" title="Anna Rosalia Wahrbichler" width="169" height="225" /></div>
<div class="contentRight"><strong><a href="/at/anna-rosalia-wahlbichler">Anna Rosalia Wahrbichler</a> (Trainee / Austria)</strong><br/>
Born in 1984 in Graz/Austria, Anna grew up in Athens/Greece and visited the German school of Athens. After gratuading from school in 2004 she moved back to Austria, where she now studies Artistic Sciences, Art Education and Communication at the University for applied arts in Vienna. Her main focus lies in the areas of art and communicative practise and experimental textiles figures. She collected experiences in the fields of art and cultural mediation with a 3-month training period in a gallery in Zurich/Switzerland. The media art festival CODED CULTURES was introduced to Anna early this year by the group 5uper.net, which she now supports as a trainee.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/05/anna_portrait.jpg" alt="Anna Rosalia Wahrbichler" title="Anna Rosalia Wahrbichler" width="169" height="225" /></div>
<div class="contentRight"><strong>Anna Rosalia Wahrbichler (Trainee / Austria)</strong><br/><br />
Born in 1984 in Graz/Austria, Anna grew up in Athens/Greece and visited the German school of Athens. After gratuading from school in 2004 she moved back to Austria, where she now studies Artistic Sciences, Art Education and Communication at the University for applied arts in Vienna. Her main focus lies in the areas of art and communicative practise and experimental textiles figures. She collected experiences in the fields of art and cultural mediation with a 3-month training period in a gallery in Zurich/Switzerland. The media art festival CODED CULTURES was introduced to Anna early this year by the group 5uper.net, which she now supports as a trainee.</div>
]]></content:encoded>
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		<item>
		<title>Matthias Tarasiewicz</title>
		<link>http://codedcultures.org/at/matthias-tarasiewicz/</link>
		<comments>http://codedcultures.org/at/matthias-tarasiewicz/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 13:00:32 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
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		<category><![CDATA[organizer]]></category>
		<category><![CDATA[parasew]]></category>
		<category><![CDATA[parasew.com]]></category>
		<category><![CDATA[playfulness]]></category>
		<category><![CDATA[researcher]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2093</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/parasew_marke.gif" alt="Matthias Tarasiewicz" title="Matthias Tarasiewicz" width="169" height="193"  /></div>
<div class="contentRight"><strong><a href="/at/matthias-tarasiewicz">Matthias Tarasiewicz</a> (Festival Coordinator / Austria)</strong><br/>
Matthias Tarasiewicz (a.k.a. parasew) is one of the founders of <a href="http://5uper.net" target="_blank">5uper.net</a> and CEO of the media prototyping company <a href="http://mutti.jp" target="_blank">mutti.jp</a>. Together with Georg Russegger and Michal Wlodkowski he is coordinating “Coded Cultures - Exploring Creative Emergences”. He was curating and producing over 100 Exhibitions and Art-related Events with 5uper.net (e.g. Coded Cultures - 2004, Cuisine Digitale - 2006, Playfulness - 2008). While being active as a curator, artist and musician since 1998, Matthias is developing experimental media prototypes and researching in the fields of game theory, network theory and experimental media architectures. He studied visual Arts at the University of Applied Arts, Vienna.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/parasew_marke.gif" alt="Matthias Tarasiewicz" title="Matthias Tarasiewicz" width="169" height="193" /></div>
<div class="contentRight"><strong>Matthias Tarasiewicz (Festival Coordinator / Austria)</strong><br/><br />
Matthias Tarasiewicz (a.k.a. parasew) is one of the founders of <a href="http://5uper.net" target="_blank">5uper.net</a> and CEO of the media prototyping company <a href="http://mutti.jp" target="_blank">mutti.jp</a>. Together with Georg Russegger and Michal Wlodkowski he is coordinating “Coded Cultures &#8211; Exploring Creative Emergences”. He was curating and producing over 100 Exhibitions and Art-related Events with 5uper.net (e.g. Coded Cultures &#8211; 2004, Cuisine Digitale &#8211; 2006, Playfulness &#8211; 2008). While being active as a curator, artist and musician since 1998, Matthias is developing experimental media prototypes and researching in the fields of game theory, network theory and experimental media architectures. He studied visual Arts at the University of Applied Arts, Vienna.</div>
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		<title>Michal Wlodkowski</title>
		<link>http://codedcultures.org/at/michal-wlodkowski/</link>
		<comments>http://codedcultures.org/at/michal-wlodkowski/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 11:41:13 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[5uper.net]]></category>
		<category><![CDATA[artist]]></category>
		<category><![CDATA[board member]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[core]]></category>
		<category><![CDATA[curator]]></category>
		<category><![CDATA[organizer]]></category>
		<category><![CDATA[playfulness]]></category>
		<category><![CDATA[researcher]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2089</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/mic.gif" alt="Michal Wlodkowski" title="Michal Wlodkowski" width="140" height="183" /></div>
<div class="contentRight"><strong><a href="/at/michal-wlodkowski">Michal Wlodkowski</a> (Festival Coordinator / Austria)</strong><br/>
Michal Wlodkowski is one of the founders of 5uper.net and CEO of Mutti Medien OG, a Software Developing and Prototyping company. Together with Matthias Tarasiewicz and Georg Russegger he is coordinator of the festival “Coded Cultures - Exploring Creative Emergences”. Since the founding of 5uper.net in 2003 he was curating and producing over 100 Exhibitions and Art-Events among them “Coded Cultures - Decoding Digital Culture” in 2004. Michal Wlodkowski studied digital Arts at the University of Applied Arts, Vienna and Ravensbourne College, London and received his Master degree in 2006.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/mic.gif" alt="Michal Wlodkowski" title="Michal Wlodkowski" width="140" height="183" /></div>
<div class="contentRight"><strong>Michal Wlodkowski (Festival Coordinator / Austria)</strong><br/><br />
Michal Wlodkowski is one of the founders of 5uper.net and CEO of Mutti Medien OG, a Software Developing and Prototyping company. Together with Matthias Tarasiewicz and Georg Russegger he is coordinator of the festival “Coded Cultures &#8211; Exploring Creative Emergences”. Since the founding of 5uper.net in 2003 he was curating and producing over 100 Exhibitions and Art-Events among them “Coded Cultures &#8211; Decoding Digital Culture” in 2004. Michal Wlodkowski studied digital Arts at the University of Applied Arts, Vienna and Ravensbourne College, London and received his Master degree in 2006.</div>
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		<title>Kerstin Marth</title>
		<link>http://codedcultures.org/at/kerstin-marth/</link>
		<comments>http://codedcultures.org/at/kerstin-marth/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 13:12:11 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[kerstin marth]]></category>
		<category><![CDATA[trainee]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2083</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/kerstin_portrait.gif" alt="Kerstin Marth" title="Kerstin Marth" width="169" height="225" /></div>
<div class="contentRight"><strong><a href="kerstin-marth">Kerstin Marth</a> (Trainee / Austria)</strong><br/>
Born 1985 and living in Vienna, Kerstin is studying communications at the University of Vienna. This year, she's going to finish her master's degree in communications, with a special focus on advertising. Her interest in media, art, culture and society led her to "CODED CULTURES – Exploring Creative Emergences", where she's supporting the team as a trainee.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/kerstin_portrait.gif" alt="Kerstin Marth" title="Kerstin Marth" width="169" height="225" /></div>
<div class="contentRight"><strong>Kerstin Marth (Trainee / Austria)</strong><br/><br />
Born 1985 and living in Vienna, Kerstin is studying communications at the University of Vienna. This year, she&#8217;s going to finish her master&#8217;s degree in communications, with a special focus on advertising. Her interest in media, art, culture and society led her to &#8220;CODED CULTURES – Exploring Creative Emergences&#8221;, where she&#8217;s supporting the team as a trainee.</div>
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		<title>Philip Fischer</title>
		<link>http://codedcultures.org/at/philip-fischer/</link>
		<comments>http://codedcultures.org/at/philip-fischer/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 13:08:07 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[5uper.net]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[board member]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[core]]></category>
		<category><![CDATA[daal]]></category>
		<category><![CDATA[playfulness]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2079</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/fischer.gif" alt="Philip Fischer" title="Philip Fischer" width="169" height="225" /></div>
<div class="contentRight"><strong><a href="/at/philip-fischer">Philip Fischer</a> (Producer / Austria)</strong><br/>
Philip Fischer, born in Vienna, Austria, is a board member of 5uper.net and project coordinator of daal - digital arts and architecture lab. Together with 5uper.net he produced Symposia, Workshops and Exhibitions in MuseumsQuartier Vienna, Kunsthaus Graz and various Off-Spaces (e.g. "Playfulness", "21st Century Art Practices", "Vizinhos - Networked Arts in Brazil", "Cuisine Digitale"). Besides organizing, Philip is researching on man-machine-interaction, new architectural interfaces and hybrid media evolutions. He is actively developing prototypes in the areas between arts and architecture ("ComposingCubes" - 2004, "emotion corner" - 2006, "radione" - 2007 aso.).</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/fischer.gif" alt="Philip Fischer" title="Philip Fischer" width="169" height="225" /></div>
<div class="contentRight"><strong>Philip Fischer (Producer / Austria)</strong><br/><br />
Philip Fischer, born in Vienna, Austria, is a board member of 5uper.net and project coordinator of daal &#8211; digital arts and architecture lab. Together with 5uper.net he produced Symposia, Workshops and Exhibitions in MuseumsQuartier Vienna, Kunsthaus Graz and various Off-Spaces (e.g. &#8220;Playfulness&#8221;, &#8220;21st Century Art Practices&#8221;, &#8220;Vizinhos &#8211; Networked Arts in Brazil&#8221;, &#8220;Cuisine Digitale&#8221;). Besides organizing, Philip is researching on man-machine-interaction, new architectural interfaces and hybrid media evolutions. He is actively developing prototypes in the areas between arts and architecture (&#8221;ComposingCubes&#8221; &#8211; 2004, &#8220;emotion corner&#8221; &#8211; 2006, &#8220;radione&#8221; &#8211; 2007 aso.).</div>
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		<title>Niko Alm</title>
		<link>http://codedcultures.org/at/niko-alm/</link>
		<comments>http://codedcultures.org/at/niko-alm/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 13:00:33 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[press]]></category>
		<category><![CDATA[super-fi]]></category>
		<category><![CDATA[team]]></category>
		<category><![CDATA[thegap]]></category>
		<category><![CDATA[vice]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2075</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/super-fi_nikoalm_lukasgansterer_cc.gif" alt="Niko Alm, © Lukas Gansterer" title="Niko Alm, © Lukas Gansterer" width="169" height="164" /></div>
<div class="contentRight"><strong><a href="/at/niko-alm">Niko Alm</a> (Public Relations / Austria)</strong><br/>
Niko Alm is CEO of the Super-Fi Group (advertising, design, web, publishing, software). After a few years as a designer and music journalist he founded Super-Fi (<a href="http://www.super-fi.eu" target="_blank">super-fi.eu</a>) in 2001. Over the time other companies ranging from software to publishing were established by or connected with Super-Fi creating a little micro conglomerate (Mikromischkonzern) in the field of communication. In 2005 he became publisher of The Gap Magazine and moved on as a publisher to build the Austrian branch of Vice Magazine in 2007. At the moment he tries to separate state and religion in Austria with his initiative for laïcité (<a href="http://www.laizismus.at" target="_blank">laizismus.at</a>).</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/super-fi_nikoalm_lukasgansterer_cc.gif" alt="Niko Alm, © Lukas Gansterer" title="Niko Alm, © Lukas Gansterer" width="169" height="164" /></div>
<div class="contentRight"><strong>Niko Alm (Public Relations / Austria)</strong><br/><br />
Niko Alm is CEO of the Super-Fi Group (advertising, design, web, publishing, software). After a few years as a designer and music journalist he founded Super-Fi (<a href="http://www.super-fi.eu" target="_blank">super-fi.eu</a>) in 2001. Over the time other companies ranging from software to publishing were established by or connected with Super-Fi creating a little micro conglomerate (Mikromischkonzern) in the field of communication. In 2005 he became publisher of The Gap Magazine and moved on as a publisher to build the Austrian branch of Vice Magazine in 2007. At the moment he tries to separate state and religion in Austria with his initiative for laïcité (<a href="http://www.laizismus.at" target="_blank">laizismus.at</a>).</div>
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		<title>Thomas Fürstner: Aleatoric Devices</title>
		<link>http://codedcultures.org/at/aleatoric-devices/</link>
		<comments>http://codedcultures.org/at/aleatoric-devices/#comments</comments>
		<pubDate>Fri, 24 Apr 2009 16:30:58 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[aleatoric devices]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[designing complexity]]></category>
		<category><![CDATA[dieangewandte]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[tom fürstner]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2061</guid>
		<description><![CDATA[<div id="aleatoric_devices_symposium" class="artist scientist lecture">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/04/tomfurst.gif" alt="Thomas Fürstner - Aleatoric Devices" title="Thomas Fürstner - Aleatoric Devices" width="169" height="187" />
</div>
<div class="contentRight">
<strong><a id="aleatoric_devices_symposium" href="/at/aleatoric-devices">Aleatoric Devices</a></strong>
Lecturer: <a href="/at/thomas-fuerstner">Thomas Fürstner</a> (AT)<br/>
<em>If you combine perception-stretching science and technology with practical futurism, you start to get real-world applications.</em> (Jon Lebkowsky)
Therefore it's pure fun to consider wikis and weblogs as aleatoric devices, as far as one can use them to rearrange every single encoded knowledge snippet in any way possible. This mind shifting technology leads to completely different workflows concerning the acquisition and distribution of knowledge within any scientific or artistic domain because knowledge working and artistic practice become composing.
The term aleatoric was introduced in 1954 by Werner Meyer-Eppler. He borrows the idea from "Théorie des fonctions aléatoires" of André Blanc-Lapierre and Robert Fortet. Meyer-Eppler defines processes within an acoustical context as aleatorically as far as the overall course is predefined although in detail everything stays related to accident. So, aleatoric is less about pure accident then as about small, controlled aberrations within a flow of things.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/04/aleatoric_devices.gif" alt="aleatoric devices" title="aleatoric devices" width="540" class="detailPicture" /><br />
Visualization of several wiki pages related to associated colorspaces defined by semantic terms and automatically produced by software agents.
</div>
<div class="detailContent">
<strong><em>If you combine perception-stretching science and technology with practical futurism, you start to get real-world applications.</em> (Jon Lebkowsky)</strong></p>
<p>Therefore, it&#8217;s pure fun to consider wikis and weblogs as aleatoric devices, as far as one can use them to rearrange every single encoded knowledge-snippet in any way possible. This mind shifting technology leads to completely different workflows concerning the acquisition and distribution of knowledge within any scientific or artistic domain, because knowledge working and artistic practice become composing.</p>
<p>The term aleatoric was introduced in 1954 by Werner Meyer-Eppler. He borrows the idea from &#8220;Théorie des fonctions aléatoires&#8221; of André Blanc-Lapierre and Robert Fortet. Meyer-Eppler defines processes within an acoustical context as aleatorical as far as the overall course is predefined, although in detail everything stays related to accident. So, aleatoric is less about pure accident than about small, controlled aberrations within the flow of things.</p>
<p>In musical terms, this is equivalent to the uniqueness of every single interpretation of a composition. No musician will play an aleatoric compsition the same twice. Constant innovation and expressiveness is a logical consequence of this technique.</p>
<p>The associative structure of knowledge within wikis makes it especially appropriate to browse the content according to aleatorical principles. In an analogous manner we just have to slightly change the sequence in which we navigate wiki-pages to change the meaning of the retrieved context.</p>
<p>This way aleatoric becomes a cognitive style, which describes a best practice wiki usage; quite amazing indeed! One doesn’t focus exclusively on one specific info page anymore, instead meaning becomes a byproduct of the arrangement and sequencing of several knowledge-snips. The interrelation of messages as deliberate ascription of meaning turns working with the semantic web into a creative game as an universal epistemological approach to science and art and a perfect way to deal with complexity.</p>
<p>Therefore, a wiki of a very different kind is going to be presented as part of the lecture. A wiki to be regarded as a society of interacting snippets of code, of software agents producing autonomously associated text and images describing a digital driven world. </p>
</div>
<div class="artistCV">
<strong><a href="/at/thomas-fuerstner">Thomas Fürstner</a></strong><br />
University professor Thomas Fürstner, born 1964, lives and works in Vienna and Berlin. Economics degree from the Vienna University of Economics and Business Administration, professorship at the Institute of Media Art and Fine Arts at the Vienna University of Applied Arts, Visiting Professor at the Danube University Krems. Actually working as innovation-designer leading the research and development department of bwin, an online gambling company. His research is mainly focused on sportsbetting as a new from of financial instrument related to prediction markets.</div>
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		<title>Thomas Fürstner</title>
		<link>http://codedcultures.org/at/thomas-fuerstner/</link>
		<comments>http://codedcultures.org/at/thomas-fuerstner/#comments</comments>
		<pubDate>Fri, 24 Apr 2009 16:26:57 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[aleatoric devices]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2058</guid>
		<description><![CDATA[<div id="thomas_fuerstner_div" class="artist exhibition presentation group">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/tomfurst.gif" alt="Thomas Fürstner" width="169" height="187" /></div>
<div class="contentRight"><strong><a id="thomas_fuerstner" href="/at/thomas-fuerstner">Thomas Fürstner</a> (Artist - Scientist / Austria)</strong>
Participation: <a href="/at/category/symposium">Symposium</a><br/>
Title: <a href="/at/aleatoric-devices">Aleatoric Devices</a><br/>
University Professor Thomas Fürstner, born 1964, lives and works in Vienna and Berlin. Economics degree from the Vienna University of Economics and Business Administration, professorship at the Institute of Media Art and Fine Arts at the Vienna University of Applied Arts, Visiting Professor at the Danube University Krems. Actually working as innovation-designer leading the research and development department of bwin, an online gambling company. His research is mainly focused on sportsbetting as a new form of financial instrument related to prediction markets.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="thomas_fuerstner_div" class="artist exhibition presentation group">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/tomfurst.gif" alt="Thomas Fürstner" width="169" height="187" title="Thomas Fürstner" /></div>
<div class="contentRight"><strong><a id="thomas_fuerstner">Thomas Fürstner</a> (Artist &#8211; Scientist / Austria)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a></p>
<p>Title: <a href="/at/aleatoric_devices">Aleatoric Devices</a></p>
<p>University Professor Thomas Fürstner, born 1964, lives and works in Vienna and Berlin. Economics degree from the Vienna University of Economics and Business Administration, professorship at the Institute of Media Art and Fine Arts at the Vienna University of Applied Arts, Visiting Professor at the Danube University Krems. Actually working as innovation-designer leading the research and development department of bwin, an online gambling company. His research is mainly focused on sportsbetting as a new form of financial instrument related to prediction markets.</p></div>
</div>
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		<title>Fumihiko Sumitomo: Unveiling the technological process</title>
		<link>http://codedcultures.org/at/unveiling-the-technological-process/</link>
		<comments>http://codedcultures.org/at/unveiling-the-technological-process/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 12:49:02 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[lecture]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2020</guid>
		<description><![CDATA[<div class="curator lecture" id="Unveiling_the_technological_process_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/sumitomo_portrait-kopie.jpg" alt="Fumihiko Sumitomo" title="Fumihiko Sumitomo" width="169" height="182" />
</div>

<div class="contentRight">
<strong><a id="unveiling_the_technological_process" href="/at/unveiling-the-technological-process/">Unveiling the technological process</a></strong>
Lecturer: <a href="/at/fumihiko_sumitomo">Fumihiko Sumitomo</a> (JP)<br/>
The amount of information we receive daily is enormous, and much follows complex processes. This process is almost like the automated program made to satisfy our desire. It is the simulation which made the human thought simple so as to be easily repeated many times by machine. When they are connected to each other, the complexity consequently increases much more to alienate a human intervention. Then you will probably hear the voice of insisting user friendly interfaces, but then it conceals how the technology functions. It seems that information technology is intelligent enough to meet our desire but it often means that we become the target of marketing. We cannot avoid being mediated with the world with technologically produced pictures and texts. What is the role imposed on an artist? It is to disclose its function of this pseudo-human technology by executing a game with giving an unexpected element in their program. It re-affirms the freedom of our life since it turns into an independent state out of relationship of interest. Indeed the work of exonemo and their performances are such games, from which i will present several examples to contextualize my thoughts. </div>

</div>]]></description>
			<content:encoded><![CDATA[<div class="detailContent">
<strong>Unveiling the technological process &#8211; <a href="/at/exonemo">exonemo</a></strong></p>
<p>The amount of information we receive daily is enormous, and most follows a complex process. This process is almost like an automated program made to satisfy our desire. It is the simulation, which makes the human thought simple as to be easily repeated many times by a machine. When they are connected to each other, the complexity consequently increases exceedingly to alienate human intervention. Then you will probably hear a voice insisting on user friendly interfaces, but then it conceals how the technology functions. It seems that information technology is intelligent enough to meet our desires, but it often means that we become the target of marketing. We cannot avoid being mediated with the world with technologically produced pictures and texts. What is the role imposed on an artist?</p>
<p>It is to disclose its function of this pseudo-human technology by executing a game by adding an unexpected element to their program. It re-affirms the freedom of our life since it turns into an independent state out of relationship of interest. The work of exonemo and their performances are such games indeed.</p>
<p>Their feature appears radically in their early online work »Discorder« in 1999. The websites we see everyday are formed by the HTML text beneath them. They are disclosed to most users. When you type on the keyboard randomly, the characters and numbers the user enters, intervene with the Hyper Text Markup Language and appear as user type on the website. This exposes the technological layer behind the surface: It is very playful if you see the user type on the keyboard, as if firing a machine gun he finds that the website is collapsing by the characters and numbers he types in. This work also shows the fragility of technology when the applications receive information which was not included in the program in the first place &#8211; at the same time we recognize their uncontrollable behavior.</p>
<p>While repeating simple calculations, the digital technology shows complicated behavior, but is much different from the previous one since its process is invisible. The important feature of exonemo&#8217;s works is to give users an intuitive experience of this invisible black-box with tangibility. They operate like a game and the objects react to the user’s input and produce movements, which act on our bodily experience. By giving random inputs, autonomous movement and unexpected behavior occurs. It is a sort of violation of automatic program operations in our daily life. With this violent intevention the process of technological production is unveiled. It is a totally different feature compared to the dictatorship of real time, which reduces our time experience. </p>
</div>
<div class="artistCV">
<strong><a href="/at/fumihiko-sumitomo">Fumihiko Sumitomo</a></strong><br />
Fumihiko Sumitomo, director of the International Festival for Arts and Media Yokohama 2009, CREAM [Creativity for Arts and Media]. Fumihiko Sumitomo is currently director of the Festival for Arts and Social Technology Yokohama. </p>
<p>Before he was a senior curator at Museum of Contemporary Art, Tokyo (MOT), he worked for NTT InterCommunication Center (ICC) in Tokyo. and he was a curator at the 21st Century Museum of Contemporary Art, Kanazawa. </p>
<p>He has contributed to several books, including The Role of Art in the 21st Century (Tokyo: Mirai-sha 2006) and is also a key member of Arts Initiative Tokyo (AIT), a nonprofit, independent collective of curators and art administrators based in Tokyo with the mission to provide a new public forum for contemporary art. Fumihiko Sumitomo holds an M.A. in Culture and Representation from the Graduate School of Arts and Sciences, The University of Tokyo.</p></div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Philip Lammer</title>
		<link>http://codedcultures.org/at/philipp-lammer/</link>
		<comments>http://codedcultures.org/at/philipp-lammer/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 15:42:49 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[artist]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[ludic society]]></category>
		<category><![CDATA[playfulness]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=2012</guid>
		<description><![CDATA[<div id="philipp_lammer_div" class="artist exhibition presentation group">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/philvect.gif" alt="Philip Lammer" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="philipp_lammer" href="/at/philipp-lammer">Philip Lammer</a> (Artist / Austria)</strong>
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/>
Title: <a href="/at/toygenosonic">ToyGenoSonic</a><br/>
Philip Lammer is (con)fusing digital art, programming, playing games and composing music. Amazed by the vast richness of different space-time concepts throughout game history he tries to incorporate these forms of movement into his digital artworks. The musical score becomes a game-engine, the playing of music turns into moving through generative spaces and the linear timeline is transformed into a net of possibilities. As co-founder of a-d-a-p-t-e-r.net, a plattform for collaborative art, he examines these concepts live on stage by playing games as musical instruments. He is permanently studying digital arts, currently at the University of Applied Arts Vienna.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="philipp_lammer_div" class="artist exhibition presentation group">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/04/philvect.gif" alt="Philip Lammer" width="169" height="169" title="Philip Lammer" /></div>
<div class="contentRight"><strong><a id="philipp_lammer" href="/at/philipp-lammer">Philip Lammer</a> (Artist / Austria)</strong><br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/toygenosonic">ToyGenoSonic</a><br/><br />
Philip Lammer is (con)fusing digital art, programming, playing games and composing music. Amazed by the vast richness of different space-time concepts throughout game history he tries to incorporate these forms of movement into his digital artworks. The musical score becomes a game-engine, the playing of music turns into moving through generative spaces and the linear timeline is transformed into a net of possibilities. As co-founder of a-d-a-p-t-e-r.net, a plattform for collaborative art, he examines these concepts live on stage by playing games as musical instruments. He is permanently studying digital arts, currently at the University of Applied Arts Vienna.</div>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Astrid Exner</title>
		<link>http://codedcultures.org/at/astrid-exner/</link>
		<comments>http://codedcultures.org/at/astrid-exner/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 12:35:23 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[team]]></category>
		<category><![CDATA[trainee]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1913</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/exner_portrait.jpg" alt="Astrid Exner" width="169" height="169" /></div>
<div class="contentRight"><strong>Astrid Exner (Trainee / Austria)</strong><br/>
Born in 1988 and living in Vienna, Austria. After completing the Foundation Course at New Design University St. Pölten, Astrid Exner is currently studying Philosophy, Dutch and Art History at the University of Vienna. She has been working part-time as Assistant E-Marketing for Wienerberger AG since 2006 and is now supporting the Coded Cultures team as a trainee.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/exner_portrait.jpg" alt="Astrid Exner" width="169" height="169" title="Astrid Exner" /></div>
<div class="contentRight"><strong>Astrid Exner (Trainee / Austria)</strong><br/><br />
Born in 1988 and living in Vienna, Austria. After completing the Foundation Course at New Design University St. Pölten, Astrid Exner is currently studying Philosophy, Dutch and Art History at the University of Vienna. She has been working part-time as Assistant E-Marketing for Wienerberger AG since 2006 and is now supporting the Coded Cultures team as a trainee.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sebastian Lessner</title>
		<link>http://codedcultures.org/at/sebastian-lessner/</link>
		<comments>http://codedcultures.org/at/sebastian-lessner/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 12:03:54 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[producer]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1908</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lessner.gif" alt="Sebastian Lessner" width="169" height="169" /></div>
<div class="contentRight"><strong><a href="/at/sebastian-lessner">Sebastian Lessner</a> (Co-Producer Exhibition / Austria)</strong><br/>
Sebastian Lessner, born 1979, lives in Vienna and is Psychotherapist in training. He studied Photography and Visual Media at the University for Applied Arts in Vienna. Sebastian currently works as Production Manager for national and international events; "Special Task Force" for event and film production houses (Arte, MR film, Epo film, Synergetic, Arena Wien, Gasometer Wien, Jah Power Sound, Club Planetarium, Soulsugar); Image Consultant for youth support and social care institutions and In &#038; Outdoor Counselor for young adults in psychiatric care or from difficult family backgrounds. Sebastian is Managing Director of Wayfinder, a youth support service provider specialized in outdoor counseling.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lessner.gif" alt="Sebastian Lessner" width="169" height="169" title="Sebastian Lessner" /></div>
<div class="contentRight"><strong><a href="/at/sebastian-lessner">Sebastian Lessner</a> (Co-Producer Exhibition / Austria)</strong><br/><br />
Sebastian Lessner, born 1979, lives in Vienna and is Psychotherapist in training. He studied Photography and Visual Media at the University for Applied Arts in Vienna. Sebastian currently works as Production Manager for national and international events; &#8220;Special Task Force&#8221; for event and film production houses (Arte, MR film, Epo film, Synergetic, Arena Wien, Gasometer Wien, Jah Power Sound, Club Planetarium, Soulsugar); Image Consultant for youth support and social care institutions and In &#038; Outdoor Counselor for young adults in psychiatric care or from difficult family backgrounds. Sebastian is Managing Director of Wayfinder, a youth support service provider specialized in outdoor counseling.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Martin Mühl</title>
		<link>http://codedcultures.org/at/martin-muehl/</link>
		<comments>http://codedcultures.org/at/martin-muehl/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 12:00:59 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[press]]></category>
		<category><![CDATA[super-fi]]></category>
		<category><![CDATA[team]]></category>
		<category><![CDATA[thegap]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1905</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/muehl_portrait.gif" alt="Martin Mühl" width="169" height="169" /></div>
<div class="contentRight"><strong><a href="/at/martin-muehl">Martin Mühl</a> (Press / Austria)</strong><br/>
Martin Mühl, 29, is chief editor of the austrian printmag The Gap and projectmanager at Monopol GmbH (a part of Super-Fi group). The company publishes the magazines The Gap, TBA and Biorama, does some websites and is working in corporate publishing. His main working areas, beside all sorts of organizing production, are music, games and media.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/muehl_portrait.gif" alt="Martin Mühl" width="169" height="169" title="Martin Mühl" /></div>
<div class="contentRight"><strong><a href="/at/matrin-muehl">Martin Mühl</a> (Press / Austria)</strong><br/><br />
Martin Mühl, 29, is chief editor of the austrian printmag The Gap and projectmanager at Monopol GmbH (a part of Super-Fi group). The company publishes the magazines The Gap, TBA and Biorama, does some websites and is working in corporate publishing. His main working areas, beside all sorts of organizing production, are music, games and media.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>eSeL</title>
		<link>http://codedcultures.org/at/esel/</link>
		<comments>http://codedcultures.org/at/esel/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:57:59 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[documentation]]></category>
		<category><![CDATA[esel]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[photo]]></category>
		<category><![CDATA[playfulness]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1902</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/seidler_portrait2.jpg" alt="eSeL" width="169" height="229" /></div>
<div class="contentRight"><strong><a href="/at/esel">eSeL - Lorenz Seidler</a> (Documentation / Austria)</strong><br/>
The label eSeL (also serving as a nick name for founder Lorenz Seidler) prototypically represents the crossover of the roles of artist, curator, online medium and infrastructure-provider in contemporary artistic practise in the New media genres. For coded cultures eSeL well be involved in the documentatian of the festival, will do interviews with participants and write reviews. Web: <a href="http://www.esel.at" target="_blank">esel.at</a></div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/seidler_portrait2.jpg" alt="eSeL" width="169" height="229" title="eSeL" /></div>
<div class="contentRight"><strong><a href="/at/esel">eSeL &#8211; Lorenz Seidler</a> (Documentation / Austria)</strong><br/><br />
The label eSeL (also serving as a nick name for founder Lorenz Seidler) prototypically represents the crossover of the roles of artist, curator, online medium and infrastructure-provider in contemporary artistic practise in the New media genres. For coded cultures eSeL well be involved in the documentatian of the festival, will do interviews with participants and write reviews. Web: <a href="http://www.esel.at" target="_blank">esel.at</a></div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kinga Kapela</title>
		<link>http://codedcultures.org/at/kinga-kapela/</link>
		<comments>http://codedcultures.org/at/kinga-kapela/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:54:41 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[assistance]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1899</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kinga_portrait2.jpg" alt="Kinga Kapela" width="169" height="163" /></div>
<div class="contentRight"><strong><a href="/at/kinga-kapela">Kinga Kapela</a> (Production Assistance / Poland)</strong><br/>
Kinga Kapela was born in Poland and is a student at the University of Vienna. Her fields of study are communication science and Polish studies. Currently she is working on her diploma thesis and is looking forward to successfully finish her studies. Beside her studies she is working part-time. She joined 5uper.net in 2008 where she has the chance to work in a great team. "Coded Cultures" is the first project in which she is involved. Kinga Kapela is in charge of calculations and time schedules which she has to manage, update and to povide them for later use.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kinga_portrait2.jpg" alt="Kinga Kapela" width="169" height="163" title="Kinga Kapela" /></div>
<div class="contentRight"><strong><a href="/at/kinga-kapela">Kinga Kapela</a> (Production Assistance / Poland)</strong><br/><br />
Kinga Kapela was born in Poland and is a student at the University of Vienna. Her fields of study are communication science and Polish studies. Currently she is working on her diploma thesis and is looking forward to successfully finish her studies. Beside her studies she is working part-time. She joined 5uper.net in 2008 where she has the chance to work in a great team. &#8220;Coded Cultures&#8221; is the first project in which she is involved. Kinga Kapela is in charge of calculations and time schedules which she has to manage, update and to povide them for later use.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kim Winternitz</title>
		<link>http://codedcultures.org/at/kim-winternitz/</link>
		<comments>http://codedcultures.org/at/kim-winternitz/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:52:16 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[5uper.net]]></category>
		<category><![CDATA[board member]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[core]]></category>
		<category><![CDATA[playfulness]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1896</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kim_portrait.jpg" alt="Kim Winternitz" width="169" height="169" /></div>
<div class="contentRight"><strong><a href="/at/kim-winternitz">Kim Winternitz</a> (Communication Assistance / Austria)</strong><br/>
Kim Winternitz, born 1982 in Vienna, Austria. Enrolled in Slavic Studies and Philosphy at the University of Vienna in 2001. Lived, worked and studied abroad in Poland and Bulgaria. As a board member of 5uper.net since 2005, she works in the back office as a translator, editor, assisting with submissions and other administrational tasks. Took part in the following projects: Cuisine Digitale, Playfulness and Coded Cultures and hopefully at many more to come.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kim_portrait.jpg" alt="Kim Winternitz" width="169" height="169" title="Kim Winternitz" /></div>
<div class="contentRight"><strong><a href="/at/kim-winternitz">Kim Winternitz</a> (Communication Assistance / Austria)</strong><br/><br />
Kim Winternitz, born 1982 in Vienna, Austria. Enrolled in Slavic Studies and Philosphy at the University of Vienna in 2001. Lived, worked and studied abroad in Poland and Bulgaria. As a board member of 5uper.net since 2005, she works in the back office as a translator, editor, assisting with submissions and other administrational tasks. Took part in the following projects: Cuisine Digitale, Playfulness and Coded Cultures and hopefully at many more to come.</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/kim-winternitz/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Johanna Stögmüller</title>
		<link>http://codedcultures.org/at/johanna-stogmueller/</link>
		<comments>http://codedcultures.org/at/johanna-stogmueller/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:49:30 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[press]]></category>
		<category><![CDATA[super-fi]]></category>
		<category><![CDATA[team]]></category>
		<category><![CDATA[thegap]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1892</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/johanna_st_portrait.gif" alt="Johanna Stögmüller" width="169" height="225" /></div>
<div class="contentRight"><strong><a href="/at/johanna-stogmueller">Johanna Stögmüller</a> (Press / Austria)</strong><br/>
Born in Upper Austria, living, studying, working and creating since 7 years in Vienna. Studied journalism and communication science, focused on sociological aspects of communication and print media. Works for Monopol GmbH (a part of Super-Fi Group) as senior editor of TBA Magazine, editor of The Gap Magazine and other media related projects. Free time activities: passionate promenader.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/johanna_st_portrait.gif" alt="Johanna Stögmüller" width="169" height="225" title="Johanna Stögmüller" /></div>
<div class="contentRight"><strong><a href="/at/johanna-stogmueller">Johanna Stögmüller</a> (Press / Austria)</strong><br/><br />
Born in Upper Austria, living, studying, working and creating since 7 years in Vienna. Studied journalism and communication science, focused on sociological aspects of communication and print media. Works for Monopol GmbH (a part of Super-Fi Group) as senior editor of TBA Magazine, editor of The Gap Magazine and other media related projects. Free time activities: passionate promenader.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Georg Russegger</title>
		<link>http://codedcultures.org/at/georg-russegger/</link>
		<comments>http://codedcultures.org/at/georg-russegger/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:46:19 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[5uper.net]]></category>
		<category><![CDATA[artist]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[curator]]></category>
		<category><![CDATA[organizer]]></category>
		<category><![CDATA[researcher]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1889</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/russegger_portrait2.jpg" alt="Georg Russegger" width="169" height="211" /></div>
<div class="contentRight"><strong><a href="/at/georg-russegger">Georg Russegger</a> (Festival Coordinator / Austria)</strong><br/>
Georg Russegger is the main-coordinator of the festival "Coded Cultures - Exploring Creative Emergences" in Austria and Japan. Together with Michal Wlodkowski and Matthias Tarasiewicz he is responsible for the conception and organization of the festival. Georg Russegger received a Ph.D. in Media- and Communicationtheory and works at the Graduate School of Film and New Media (Tokyo National University of the Arts) and at the University of applied Arts Vienna. Since 1999 he is active in the fields of media related arts, cultural studies and communication-science, based on the research about new artistic practices and media-integrated knowledge-cultures and its greater impact on projects and individuals.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/russegger_portrait2.jpg" alt="Georg Russegger" width="169" height="211" title="Georg Russegger" /></div>
<div class="contentRight"><strong><a href="/at/georg-russegger">Georg Russegger</a> (Festival Coordinator / Austria)</strong><br/><br />
Georg Russegger is the main-coordinator of the festival &#8220;Coded Cultures &#8211; Exploring Creative Emergences&#8221; in Austria and Japan. Together with Michal Wlodkowski and Matthias Tarasiewicz he is responsible for the conception and organization of the festival. Georg Russegger received a Ph.D. in Media- and Communicationtheory and works at the Graduate School of Film and New Media (Tokyo National University of the Arts) and at the University of applied Arts Vienna. Since 1999 he is active in the fields of media related arts, cultural studies and communication-science, based on the research about new artistic practices and media-integrated knowledge-cultures and its greater impact on projects and individuals.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Georg Lauteren</title>
		<link>http://codedcultures.org/at/georg-lauteren/</link>
		<comments>http://codedcultures.org/at/georg-lauteren/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:42:36 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[team]]></category>
		<category><![CDATA[trust]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1886</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lauteren_portrait.gif" alt="Georg Lauteren" width="169" height="207" /></div>
<div class="contentRight"><strong><a href="/at/georg-lauteren">Georg Lauteren</a> (Co-Producer Evening Event / Austria)</strong><br/>
Georg Lauteren has been involved in Austria's arts and science communities for many years now as an electronic music activist, media researcher and curator. As DJ Glow he has been active as a pioneering DJ and producer in the fields of techno and electro music since the early 90s. He has further founded the media art and research platform XDV together with farmersmanual and Epy and curated festivals and exhibitions like ‘selfware.politcs of identity’ (Graz, 2003) and ‘Pink Light’ (Vienna, 2004). He currently runs the record label TRUST as well as the music download service zero”.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lauteren_portrait.gif" alt="Georg Lauteren" width="169" height="207" title="Georg Lauteren" /></div>
<div class="contentRight"><strong><a href="/at/georg-lauteren">Georg Lauteren</a> (Co-Producer Evening Event / Austria)</strong><br/><br />
Georg Lauteren has been involved in Austria&#8217;s arts and science communities for many years now as an electronic music activist, media researcher and curator. As DJ Glow he has been active as a pioneering DJ and producer in the fields of techno and electro music since the early 90s. He has further founded the media art and research platform XDV together with farmersmanual and Epy and curated festivals and exhibitions like ‘selfware.politcs of identity’ (Graz, 2003) and ‘Pink Light’ (Vienna, 2004). He currently runs the record label TRUST as well as the music download service zero”.</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/georg-lauteren/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Claudia Moser</title>
		<link>http://codedcultures.org/at/claudia-moser/</link>
		<comments>http://codedcultures.org/at/claudia-moser/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:40:04 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1883</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/claudiamoser.gif" alt="Claudia Moser" width="169" height="217" /></div>
<div class="contentRight"><strong><a href="/at/claudia-moser">Claudia Moser</a> (Grafic-Design / Austria)</strong><br/>
Claudia Moser is a multidisciplinary designer based in Vienna, Austria. Originally coming from a background in textile design, she has been working in the media industry for about ten years now and established herself as an innovative art director for selected agencies and international clients. Her award winning projects range from innovative digital communication and identity design to international print campaigns. Apart from graphic and screen design, Claudia enjoys travelling, scuba diving and yoga. She is always on the lookout for interesting design collaborations worldwide. Selected examples of her work are on display at her online portfolio at <a href="http://www.fortheloveofhoney.com" target="_blank">fortheloveofhoney.com</a></div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/claudiamoser.gif" alt="Claudia Moser" width="169" height="217" title="Claudia Moser" /></div>
<div class="contentRight"><strong><a href="/at/claudia-moser">Claudia Moser</a> (Grafic-Design / Austria)</strong><br/><br />
Claudia Moser is a multidisciplinary designer based in Vienna, Austria. Originally coming from a background in textile design, she has been working in the media industry for about ten years now and established herself as an innovative art director for selected agencies and international clients. Her award winning projects range from innovative digital communication and identity design to international print campaigns. Apart from graphic and screen design, Claudia enjoys travelling, scuba diving and yoga. She is always on the lookout for interesting design collaborations worldwide. Selected examples of her work are on display at her online portfolio at <a href="http://www.fortheloveofhoney.com" target="_blank">fortheloveofhoney.com</a></div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/claudia-moser/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Andrea Lunzer</title>
		<link>http://codedcultures.org/at/andrea-lunzer/</link>
		<comments>http://codedcultures.org/at/andrea-lunzer/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 11:34:19 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1880</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lunzer_portrait.gif" alt="Andrea Lunzer" width="169" height="113" /></div>
<div class="contentRight"><strong><a href="/at/andrea-lunzer">Andrea Lunzer</a> (Production Assistance / Austria)</strong><br/>
After a break out to London Austrian born Andrea Lunzer returned to Vienna. Not really knowing what to do she got picked up by Patrick Pulsinger and Erdem Tunakan. There at Cheap Records she got to know the Viennese underground style of music. After the Cheap Office moved out of Mego’s basement they found a new home at Vienna’s Museums Quarters. There in the spotlight of Vienna’s cultural heart 5uper.net happened to be their neighbours. After Cheap Records Andrea went back to university to concentrate on marketing and advertising. And it was only then when she was looking for a job that she ran into 5uper.nets Mic and Matthias to be easily talked into their new project: Coded Cultures.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lunzer_portrait.gif" alt="Andrea Lunzer" width="169" height="113" title="Andrea Lunzer" /></div>
<div class="contentRight"><strong><a href="/at/andrea-lunzer">Andrea Lunzer</a> (Production Assistance / Austria)</strong><br/><br />
After a break out to London Austrian born Andrea Lunzer returned to Vienna. Not really knowing what to do she got picked up by Patrick Pulsinger and Erdem Tunakan. There at Cheap Records she got to know the Viennese underground style of music. After the Cheap Office moved out of Mego’s basement they found a new home at Vienna’s Museums Quarters. There in the spotlight of Vienna’s cultural heart 5uper.net happened to be their neighbours. After Cheap Records Andrea went back to university to concentrate on marketing and advertising. And it was only then when she was looking for a job that she ran into 5uper.nets Mic and Matthias to be easily talked into their new project: Coded Cultures.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Christian Gützer</title>
		<link>http://codedcultures.org/at/christian-guetzer/</link>
		<comments>http://codedcultures.org/at/christian-guetzer/#comments</comments>
		<pubDate>Thu, 19 Mar 2009 01:51:04 +0000</pubDate>
		<dc:creator>parasew</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[5voltcore]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[toy bending]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1722</guid>
		<description><![CDATA[<div id="christian_guetzer_div" class="artist group workshop">

<div class="contentLeft">
   <img src="/at/wp-content/uploads/2009/03/christian_portrait.jpg" alt="Christian G&#252;tzer" title="Christian G&#252;tzer" width="169" />
</div>

<div class="contentRight"><strong><a id="christian_guetzer" href="/at/christian-guetzer">Christian G&#252;tzer</a> (Artist / Austria)</strong>
Group: 5VOLTCORE (with <a href="/at/emanuel_andel">Emanuel Andel</a>)
Participation: <a href="/at/category/presentations/#toy_bending">Workshop</a><br/>
Title: <a href="/at/toy_bending">Toy Bending Workshop</a><br/>

Christian G&#252;tzers' career began in the metalworking industry, where he trained as a machine tool manufacturer. After this, he studied &#34;visual media design&#34; in Peter Weibel's masterclass at the University of Applied Arts Vienna. He graduated in 2007 with his work &#34;Grow - Fr&#252;chte des Kronos&#34; (&#34;grow ‚ì fruits of the kronos&#34;) which engages with the question of artificially manipulating the growth of plants and the implications of this. In 2003 Emanuel Andel and Christian G&#252;zer founded the artist group 5VOLTCORE. They worked intensively on autopoetic and self referential systems, producing several installations and performances which dealt with the behaviour and manipulation of closed, inert systems. The artistic duo won the 2006 Transmediale Award with their work &#34;Shockbot Corejulio&#34;, which was a &#34;Jury Recommended Work&#34; at Japan Media Arts Festival, and numerous international exhibitions in Ireland, Spain, Norway and France followed.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="christian_guetzer_div" class="artist group workshop">
<div class="contentLeft">
   <img src="/at/wp-content/uploads/2009/03/christian_portrait.jpg" alt="Christian G&uuml;tzer" title="Christian G&uuml;tzer" width="169" />
</div>
<div class="contentRight"><strong><a id="christian_guetzer" href="/at/christian-guetzer">Christian G&uuml;tzer</a> (Artist / Austria)</strong><br />
Group: 5VOLTCORE (with <a href="/at/emanuel_andel">Emanuel Andel</a>)<br />
Participation: <a href="/at/category/presentations/#toy_bending">Workshop</a><br/><br />
Title: <a href="/at/toy_bending">Toy Bending Workshop</a><br/></p>
<p>Christian G&uuml;tzers&#8217; career began in the metalworking industry, where he trained as a machine tool manufacturer. After this, he studied &quot;visual media design&quot; in Peter Weibel&#8217;s masterclass at the University of Applied Arts Vienna. He graduated in 2007 with his work &quot;Grow &#8211; Fr&uuml;chte des Kronos&quot; (&quot;grow ‚ì fruits of the kronos&quot;) which engages with the question of artificially manipulating the growth of plants and the implications of this. In 2003 Emanuel Andel and Christian G&uuml;zer founded the artist group 5VOLTCORE. They worked intensively on autopoetic and self referential systems, producing several installations and performances which dealt with the behaviour and manipulation of closed, inert systems. The artistic duo won the 2006 Transmediale Award with their work &quot;Shockbot Corejulio&quot;, which was a &quot;Jury Recommended Work&quot; at Japan Media Arts Festival, and numerous international exhibitions in Ireland, Spain, Norway and France followed.</p></div>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Emanuel Andel</title>
		<link>http://codedcultures.org/at/emanuel-andel/</link>
		<comments>http://codedcultures.org/at/emanuel-andel/#comments</comments>
		<pubDate>Thu, 19 Mar 2009 01:48:32 +0000</pubDate>
		<dc:creator>parasew</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[5voltcore]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[toy bending]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1717</guid>
		<description><![CDATA[<div id="emanuel_andel_div" class="artist group workshop">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/emanuel_portrait.jpg" alt="5VOLTCORE" title="5VOLTCORE" width="169" />
</div>

<div class="contentRight"><strong><a id="emanuel_andel" href="/at/emanuel-andel">Emanuel Andel</a> (Artist / Austria)</strong>
Group: 5VOLTCORE (with <a href="/at/christian-guetzer">Christian Gützer</a>)
Participation: <a href="/at/category/presentations/#toy_bending">Workshop</a><br/>
Title: <a href="/at/toy_bending">Toy Bending Workshop</a><br/>

2007 Emanuel Andel graduated at the "Visual Media Design" department at the University of Applied Arts Vienna (Peter Weibel) with distinction for his installation "Knife.Hand.Chop.Bot", which received a number of accolades, including nominations for the "K&#252;nstlerhalle Wien Award 2007", the "Transmediale Award 2008", an honorary mention at the "Share‚ Festival" in Turin and was also exhibited at V2_ Labs in Rotterdam. In 2003 Emanuel Andel and Christian G&#252;tzer founded the artist group 5VOLTCORE. They worked intensively on autopoetic and self referential systems, producing several installations and performances which dealt with the behaviour and manipulation of closed, inert systems. The artistic duo won the 2006 Transmediale Award with their work "Shockbot Corejulio", which was a "Jury Recommended Work" at Japan Media Arts Festival, and numerous international exhibitions in Ireland, Spain, Norway and France followed.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="emanuel_andel_div" class="artist group workshop">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/emanuel_portrait.jpg" alt="5VOLTCORE" title="5VOLTCORE" width="169" />
</div>
<div class="contentRight"><strong><a id="emanuel_andel" href="/at/emanuel-andel">Emanuel Andel</a> (Artist / Austria)</strong><br />
Group: 5VOLTCORE (with <a href="/at/christian-guetzer">Christian Gützer</a>)<br />
Participation: <a href="/at/category/presentations/#toy_bending">Workshop</a><br/><br />
Title: <a href="/at/toy_bending">Toy Bending Workshop</a><br/></p>
<p>2007 Emanuel Andel graduated at the &#8220;Visual Media Design&#8221; department at the University of Applied Arts Vienna (Peter Weibel) with distinction for his installation &#8220;Knife.Hand.Chop.Bot&#8221;, which received a number of accolades, including nominations for the &#8220;K&uuml;nstlerhalle Wien Award 2007&#8243;, the &#8220;Transmediale Award 2008&#8243;, an honorary mention at the &#8220;Share‚ Festival&#8221; in Turin and was also exhibited at V2_ Labs in Rotterdam. In 2003 Emanuel Andel and Christian G&uuml;tzer founded the artist group 5VOLTCORE. They worked intensively on autopoetic and self referential systems, producing several installations and performances which dealt with the behaviour and manipulation of closed, inert systems. The artistic duo won the 2006 Transmediale Award with their work &#8220;Shockbot Corejulio&#8221;, which was a &#8220;Jury Recommended Work&#8221; at Japan Media Arts Festival, and numerous international exhibitions in Ireland, Spain, Norway and France followed.</p></div>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Workshop: Toy Bending</title>
		<link>http://codedcultures.org/at/toy-bending/</link>
		<comments>http://codedcultures.org/at/toy-bending/#comments</comments>
		<pubDate>Mon, 16 Mar 2009 13:26:14 +0000</pubDate>
		<dc:creator>anna</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[toy bending]]></category>
		<category><![CDATA[workshop]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1088</guid>
		<description><![CDATA[<div class="artist group workshop" id="toy_bending_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/toybending.jpg" alt="Toy Bending Workshop" title="Toy Bending Workshop" width="169" height="113" />
</div>

<div class="contentRight">
<strong><a id="toy_bending" href="/at/toy-bending">Workshop: Toy Bending</a> (Lounge MUMOK)</strong>
Group: 5VOLTCORE (AT)
Artists: <a href="/at/christian-guetzer">Christian G&#252;tzer</a>&#160;<a href="/at/emanuel-andel">Emanuel Andel</a><br/>
Toys, tape-decks and similar objects will be disassembled, inspected and modified. Electronic devices will change their look as well as their function. In order to expand their acoustic capabilities they will be turned into sound machines by breaking and redesigning existing electronic circuits. Due to short-circuiting and redirecting the current new chaotic circuits emerge that create unpredictable effects to the device and it's acoustic behavior.
</div>

</div>]]></description>
			<content:encoded><![CDATA[<div class="photocredit"><img src="http://www.5voltcore.com/bilder/_out_new/show_col.jpg" alt="Workshop: Toy Bending" title="Workshop: Toy Bending" width="540" class="detailPicture" />
</div>
<div class="detailContent">
<strong>Toys, tape-decks and similar objects will be disassembled, inspected and modified. Electronic devices will change their look as well as their funtion.</strong></p>
<p>In order to expand their acoustic capabilities they will be turned into sound machines by breaking and redesigning existing electronic circuits. Due to short-circuiting and redirecting the current, new chaotic circuits emerge that create unpredictable effects to the device and its acoustic behavior.</p>
<p><em>&#8220;We started to realize that you get really good pictures out of a computer when you short circuit the hardware in a night of unsuccessful programming and after attacking it with a knife. Then we tried the same with a cable providing an audio-signal instead of a knife and got the pictures to actually jump to the bass. That was the starting point of our life performance. The video you can find online is a really early one, I&#8217;m cutting a more up to date video at the moment, because we extended our show with some performative elements like a massive hammer, a circular saw and fire. Then we built the »shockbot«, because we thought that we don’t need to kill the computers, they can actually destroy eachother on their own. This is the very short history of our work.&#8221;</em>
</div>
<div class="artistCV">
<strong>5VOLTCORE (Austria)</strong><br />
<strong><a href="/at/emanuel-andel">Ulrich Emanuel Andel</a></strong> was born 1979 in Vienna, Austria. At the age of 22 he started his studies at the University of Applied Arts and focused on &#8220;Visual Media Design&#8221; under the supervision of Peter Weibel and Tom Fürstner. Also 2005 Emanuel Andel organized a series of events to encourage the culture of VJs in Vienna called &#8220;Equaleyes&#8221;. From 2005 to 2006 he spent a year squatting in London and studying at the Ravensbourne College of Communication. In 2006 Emanuel was co-founder of the media art documentation platform tagr.tv. He lives and works in Vienna.</p>
<p><strong><a href="/at/christian-guetzer">Christian Gützer</a></strong>’s career began in the metalworking industry, where he trained as a machine tool manufacturer and qualified at the age of 22. After this, he also studied &#8220;Visual Media Design&#8221; in Peter Weibel’s class at the University of Applied Arts in Vienna. He graduated in 2007 with his work &#8220;Grow &#8211; Früchte des Kronos&#8221; (&#8221;grow – fruits of the kronos&#8221;) which engages with the question of artificially manipulating the growth of plants and the implications of this. 2003 Emanuel Andel and Christian Gützer founded the art group 5VOLTCORE and created works that deal with the behavior of closed and formal systems and their manipulation. They showed their works at various festivals from Madrid to Tokyo and won the Transmediale Award in 2005.</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.5voltcore.com" target="_blank">5voltcore.com</a> &#8211; Homepage of 5VOLTCORE</li>
</ul>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>ubermorgen.com: How to design hallucinatory software (The Generator Tetralogy)</title>
		<link>http://codedcultures.org/at/how-to-design-hallucinatory-software-the-generator-tetralogy/</link>
		<comments>http://codedcultures.org/at/how-to-design-hallucinatory-software-the-generator-tetralogy/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 12:25:48 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[Submission]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[ubermorgen.com]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1013</guid>
		<description><![CDATA[<div id="how_to_design_hallucinatory_software_div" class="artist group symposium">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/ubermorgen_presentation.gif" alt="How to design hallucinatory software 
(The Generator Tetralogy)" title="How to design hallucinatory software (The Generator Tetralogy)" width="169" height="169" />
</div>

<div class="contentRight">
<strong><a id="how_to_design_hallucinatory_software_(the_generator_tetralogy)" href="/at/how-to-design-hallucinatory-software">How to design hallucinatory software 
(The Generator Tetralogy)</a></strong>
Artists: <a href="/at/ubermorgencom">UBERMORGEN.COM</a> (AT/CH/US)<br/>
By delegating a significant portion of work to a machine, the software allows UBERMORGEN.COM to give up, entirely or partially, on the element of artistic “intentionality”, which is substituted with the random factor much sought after by the avant-garde movements. Working from this basis, UBERMORGEN.COM programmed machines to generate injunctions, bank statements, interrogation protocols and medical prescriptions with varying results.</div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="http://codedcultures.com/wp-content/uploads/2009/03/ubermorgen-com-the-generator-tetralogy.gif" alt="ubermorgen.com - the generator tetralogy" title="ubermorgen.com - the generator tetralogy" width="540" height="200" class="size-full wp-image-2235" /></p>
<div class="detailContent">
&#8220;By implementing specific algorithms, software enables many processes to be automated: not only does it allow artists to delegate a significant portion of work to a machine, it also allows them to give up on the element of artistic &#8220;intentionality&#8221;, which is substituted with the random factor much sought after by the avant-garde movements. Instead of emulating a creative process, UBERMORGEN.COM’s generators actually appropriate an authoritative device and offer it to anyone who wants to use it. They appropriate this authority. They can do this thanks to the evolution that the formal device of the &#8221;certificate&#8221; has had in the digital era, with the shift from &#8221;original&#8221; to &#8220;[f]original&#8221;. The authenticity of such documents is claimed and acknowledged according to a hallucination which is shared by all, but which is  nevertheless a hallucination. UBERMORGEN.COM programmed machines to generate injunctions, bank statements, interrogation protocols and prescriptions which are unexceptionable in terms of form and content, and which can be put into circulation in the given communication systems, with varying results.&#8221; <i>Domenico Quaranta</i>
</div>
<div class="artistCV">
<strong><a href="/at/ubermorgencom">UBERMORGEN.COM – lizvlx &#038; Hans Bernhard</a> (AT/CH/USA)</strong><br />
UBERMORGEN.COM is an artist duo created in Vienna, Austria, by lizvlx and Hans Bernhard (co-founder of etoy). Behind UBERMORGEN.COM we can find one of the most unmatchable identities – controversial and iconoclastic – of the contemporary European techno-fine-art avant-garde. Their open circuit of conceptual art, drawing, software art, pixel painting, installations, net.art, sculpture and media hacking transforms their brand into a hybrid Gesamtkunstwerk.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.ubermorgen.com" target="_blank">ubermorgen.com</a> &#8211; Homepage of UBERMORGEN.COM</li>
<li><a href="http://www.ipnic.org/superenhanced" target="_blank">ipnic.org/superenhanced</a> &#8211; Superenhanced Generator, 2009</li>
<li><a href="http://www.ipnic.org/psychos" target="_blank">ipnic.org/psychos</a> &#8211; Psych|os Generator, 2006</li>
<li><a href="http://www.ipnic.org/BANKSTATEMENTGENERATOR" target="_blank">ipnic.org/BANKSTATEMENTGENERATOR</a> &#8211; BANKSTATEMENTGENERATOR, 2005</li>
<li><a href="http://www.ipnic.org" target="_blank">ipnic.org</a> &#8211; Injunction Generator, 2001</li>
</ul>
</div>
]]></content:encoded>
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		<item>
		<title>Sta-colla and Nicodama</title>
		<link>http://codedcultures.org/at/sta-colla-and-nicodama/</link>
		<comments>http://codedcultures.org/at/sta-colla-and-nicodama/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 12:20:23 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1010</guid>
		<description><![CDATA[<div class="contentLeft artist" id="sta-colla_and_nicodama_div">
<img src="/at/wp-content/uploads/2009/03/kuwakubo_presentation.gif" alt="Sta-colla and Nicodama" title="Sta-colla and Nicodama" width="169" height="162" />
</div>

<div class="contentRight">
<strong><a id="sta-colla_and_nicodama" href="/at/sta-colla-and-nicodama">Sta-colla and Nicodama</a></strong>
Artist: <a href="/at/ryota-kuwakubo">Ryota Kuwakubo</a> (JP)<br/>
My common aim is not to finish creating the gadget itself, but to create and share new ideas. In this presentation, I'm going to talk about my two recent projects, Sta-colla and Nicodama, the former is a robot with 4 legs - radio-controlled by 2 persons, exploring how to walk. The latter is a pair of electronic eye balls which you can put on some of your stuff - it starts to blink to make the host "alive".</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft artist" id="sta-colla_and_nicodama_div">
<img src="/at/wp-content/uploads/2009/03/kuwakubo_presentation.gif" alt="Sta-colla and Nicodama" title="Sta-colla and Nicodama" width="169" height="162" />
</div>
<div class="contentRight">
<strong><a id="sta-colla_and_nicodama" href="/at/sta-colla-and-nicodama">Sta-colla and Nicodama</a></strong><br />
Artist: <a href="/at/ryota-kuwakubo">Ryota Kuwakubo</a> (JP)<br/><br />
My common aim is not to finish creating the gadget itself, but to create and share new ideas. In this presentation, I&#8217;m going to talk about my two recent projects, Sta-colla and Nicodama, the former is a robot with 4 legs &#8211; radio-controlled by 2 persons, exploring how to walk. The latter is a pair of electronic eye balls which you can put on some of your stuff &#8211; it starts to blink to make the host &#8220;alive&#8221;.</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ToyGenoSonic</title>
		<link>http://codedcultures.org/at/toygenosonic/</link>
		<comments>http://codedcultures.org/at/toygenosonic/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 12:17:34 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1007</guid>
		<description><![CDATA[<div class="artist group presentation" id="toygenosonic_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/ludic_presentation.gif" alt="ToyGenoSonic" title="ToyGenoSonic" width="169" height="112" />
</div>

<div class="contentRight">
<strong><a id="toygenosonic_presentation" href="/at/toygenosonic">ToyGenoSonic</a></strong>
Group: Ludic Society</a>
Artists: <a href="/at/margarete-jahrmann">Margarete Jahrmann</a>, <a href="/at/gordan-savicic">Gordan Savicic</a>, <a href="/at/philipp-lammer">Phillip Lammer</a> (AT)<br/>
ToyGenoSonic focuses on a metamorphosis of contemporary electronic toys, of unique codes attributed to objects and subjects, similar to a Genotype, and a Sonification of the Interaction of all its constituting elements as its Phenotype. It’s notation are moving patterns of players and unique RF-ID numbers of objects. These elements culminate in a "playsureveillance" sound pattern, performed by each player and by re-enacting the personal movements of players, dedicated to Athanasius Kircher, a historic master of public audio Surveillance toys.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/03/ludicsociety.gif" alt="Photo by Michel Dinesen (Kunstmuseum Aros, Denmark)" title="Photo by Michel Dinesen (Kunstmuseum Aros, Denmark)" width="540" class="detailPicture" /><br />
Photo credit: Photo by Michel Dinesen (Kunstmuseum Aros, Denmark)
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<strong>Plays on a metamorphosis of contemporary electronic toys into arts by transforming unique codes attributed to objects and subjects via ubiquitous numerological processes.</strong></p>
<p>ToyGenoSonic MAKES THE PLAYERS DISCOVER the invisible heart of commodities in urban space. ToyGenoSonic’s notation consists of the mathematical representation of player movements, objects and locations of RFID (Radio Frequency Identification) numbers. The interaction-concept plays with the fact, that RFID tags are found in key cards, city transport tickets, ID-cards. Each found RFID tag has a unique number, which generates sound on the Nintendo DS game console by numeric processes that drive the sound synthesis. With an extended game-console, after inserting the artisan Ludic Society’s pataboard tag-reader into the toy’s slot, the player can generate a RFID number specifi c sound, by holding it over a tag. As expanded game console the sharply inclined front-shield becomes an art collector’s item!
</p></div>
<p><img src="/at/wp-content/uploads/2009/03/ludic01.gif" width="540" class="detailPicture" title="ToyGenoSonic" alt="ludic01 ToyGenoSonic" /></p>
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<strong>Alternate Theory Objectives &#8211; Game Fashion and Urban Play!</strong><br />
<em>“(Ludics) tantalisingly offers a new approach to under-standing play through the process of play itself. Here we find play used as a conceptual catalyst for theoretical thought. In drawing on the ‘pataphysical, it presents a parody of scientific and philosophical concept-ions, or a science of emerging solutions, that functions as playfulness itself.”</em> (Emma Westecott/ Andreas Jahn-Sudmann, In: Eludamos, issue1, 2007)<br />
Ludic Society constitutes as arts research affiliation, a social game system to develop a new discipline on play and cultures. Its emphasis lies on Futility as resistance by the investigation of actual philosophical toys as objects of desire. The association is active since 2006, it actually gathers together 54 socialites. This proposal addresses the introduction of the Ludic Society affiliation as game system in the field of games and play research. An experimental approach of Ludics as “Alternate Theory” conception, rooted in game arts practice and game design education, as worked out in the Game Design programme of the University of Arts and Design Zurich.<br />
Part two would present innovative forms of both, art, design and theoretical research as Ludics, a playful gaya scienza (Nietzsche), illustrated by the LS’ alternate reality VISUAL CODE fashion and QUICKREAD PERFORMANCES 2009, <a href="http://www.ludic-society.net/sema" target="_blank">ludic-society.net/sema</a>.<br />
Devices as symbolic vehicles, contemporary PHILOSOPHICAL TOYS, are presented in museum and gallery exhibitions and as game projects from 2007 to 2008, which accompanied the recent five issues of the ludic Society Magazines in print and online. Implementations in alternte reality games: Objects of Desire. 2008. RFID Judgement day for First Life Game figures&#8221;. Borgesian Psychogeographic Collective Mapping game, <a href="http://www.ludic-society.net/tagged/" target="_blank">ludic-society.net/tagged</a>.<br />
&#8220;Ludic Society Blitz Play&#8221;, <a href="http://www.ludic-society.net/blitz/" target="_blank">ludic-society.net/blitz</a> (NDS, audio software for RFID tag street concert). Game Fashion: <a href="http://www.ludic.priv.at" target="_blank">ludic.priv.at</a>. Workshop with Naba Fashion Institute Milano: <a href="http://www.gamefashion.org/" target="_blank">gamefashion.org</a><br />
OBJECTS/toys: Electronic Wunderbäumchens, <a href="http://www.ludic-society.net/tagged/objects.php" target="_blank">ludic-society.net/tagged/objects.php</a><br />
Home Brew NDS software, NFC software, RFID-readers, EM zappers, absurd self etched electronic circuit<br />
boards. The conducting paths become a design element of Ludic Interfaces, New Bachelor<br />
Machines;PhiloToys: <a href="http://ludic.priv.at/ludicwheel/index.php?target=photo" target="_blank">ludic.priv.at/ludicwheel/index.php?target=photo</a><br />
GoApe Chindogus <a href="http://www.ludic-society.net/play/objects.php" target="_blank">ludic-society.net/play/objects.php</a></p>
<p><strong>The Ludic Society</strong> constitutes as international association (54 members, founded 2006) to provoke Ludics as emerging investigation discipline, which ironically follows inverse trajectories of toy and mobile technologies culture to cause an effect of awareness in the critical constitution of a society, in which the shifting increase on games and gadgets, smart objects, technical objectiveness of the subjects (RFID implants, blobjects, „blog-jects“ etc.) can be indicated as phenomenon of a crisis of reality constitution abilities of the individual in the society in general. Real Play is investigated as phenomenon, which transfers the rules of play into real life, as statement and as reaction to indicate western societies as game systems of power, as evident in the world economic fall of capitalism in 2008. Ludic Society as arts project features combinatory, metamorphosis devices. aesthetic experiments on the electronic layout of toys towards plays on identity of the artists and players.</p>
<p>In contemporary “Ludic” realities the presenting artist performs in her arts practice as 1st Life Game Figure. The lecture will include a video of the art-game “Judgement day for 1st Life Game Figures”, Plymouth, UK 2007, including a chip implant session of a subcutaneous Radio Frequency Identification Tag, RFID, declared as “toy” by the performers/players. The introduction of tracking and tracing technologies, gadgets like GPS or WIFI scans as contemporary “toys”, or even more its detection as integrated part of Standard Model toy gadgetry, in Game-boys or NDS consoles, is demonstrated by works, which integrate this<br />
technologies in urban games from 2007-2008.</p>
<p>As general description of the argument, this thinking-layout will cover crucial elements of play culture investigation and will suggest possible solutions in a detected lack of discourse and joyful practice in the design, art and reception of games, play and toys. <a href="http://www.ludic-society.net/desire" target="_blank">ludic-society.net/desire</a></p>
<p>The final point indicates a new genre, to introduce 1st Life Game-figures”, which was labelled by the artist as “game fashion” (2006). Absurde ‘pataphsyical and neo-situationist plays in the “reality engine”, (expect a presentation of the WIFI mapping game Objects of Desire, Gijon, 2008), will sumup conclusions for players in everyday life, in relation to omnipresent subject-object alterations.</p>
<p>Warables without wires, “gamefashion sans fils”, will be introduced. Such toy-dresses transform players into toys themselves. Their movement patterns can be identified by everyday mobile gadgetry, uploaded to a collective gathering place, in Web2.0. Accordingly such <strong>Game 3.0 VISUALLY CODED GAMEFASHION</strong>, integrate the construction of an Avatar by 1st Life data-traces and misuse geographical mapping systems, like “Google” maps, as Game-maps and metaphors.</p>
<p><strong>PLAY_OBJECTS</strong><br />
What role does the individuality and subject plays in relation to the artefacts, either in materialised <strong>Internet of Things</strong> (Kranenburg, 2008) or in synthetic worlds games: On one hand Japan’s costume players generate their own communities and incorporate a reality shaped by the new more-way mass media games. On the other hand the Internet of Things declares each commodity and each object as an elaborated entity with its own history and traceable time and way of nascence. The presentation tries to show how these individual worlds of things affect and subsequently change the role of the subject object dualism.</p>
<p>As first step objects and subject relations in toy worlds will be clarified. The so called Internet of Things must not only be considered as playground for commodity logistics, but as constitutive element of „Subjectivation by Dingpolitik“. In this theoretical construct the Thing indicates a gathering place for the community. Similarly virtual play-grounds are a Thing, a community play fetish inside the game of life, filled with <strong>objects of desire</strong>.</p>
<p>Such contemporary evidence of the link of the construction of subjectivity to toys draws attention towards toys as political “Things”. The cultural scientist Bruno Latour (2005) describes the THING in its etymological meaning and in its political tradition, as gathering place, comparable to a magic circle of play. This social gathering is triggered by objects, by things, which differentiate its opposing realities of self perception in social platforms, whereas the technological <strong>toys intrude the subjects skin</strong>.</p>
<p>A new paradigm shift is expressed in an unexpected turn towards the „real“, expressed and incorporated in a new consciousness, focusing on materialism. Spheres of electronic networks are made conscious by the means of objects and things, called Spimes, Blogjects, Smartifacts (Sterling, 2006). In the following toy objects shall be addressed as semi-material objects, which serve as vehicle to present the shift of selfconsciousness. In actual games and Online Worlds toys are properties of shape shifters, play-forms of multifacetted self, as expressed in Avatar environments. Metaverse conceptions offer another level of playerconsciousness, formed by the use of synthetic objects. The semi-material toy of actual techno-gadgetry, as a Nintendo DS game console, Iphone, or a Nokia N95 communicator with 3G sensors of WII consoles inherently hold this semi-materialism between a synthetic object and a material toy.</p>
<p><strong>Introducing Ludics / The Ludic Society / Ludic Society Magazines</strong><br />
Ludic methodology must be rooted in theory and applies principles of play as modus operandi. Its emphasis lies on the futility of actual western culture gadgetry rush. Beyond the focus on ostensible toy object accelerando as objective, lays the self reflexive observation of the meta-game of establishing a metascientific society, which constitutes in a collaborative structural play and communicates in its specific Lingo terminology and means and vehicles of publication.<br />
Ludics as emerging investigation discipline ironically follows inverse trajectories of toy and mobile technologies culture to cause an effect of awareness in the critical constitution of a society, in which the shifting increase on games and gadgets, smart objects, technical objectiveness of the subjects (RFID implants, blogjects etc.) can be indicated as phenomenon of a crisis of reality constitution abilities of the individual in the society in general. Real Play is investigated as phenomenon, which transfers the rules of play into real life, as statement and reaction indicating western societies as game systems of power. The poetic method of Ludic texts applies aphorisms as introduced by Nietzsche.</p>
<p><strong>An Action Research Model by Toy Object/IF/ES</strong><br />
Ludic socialites create a special T.A.Z., a Temporary Autonomous Zone (Hakim Bey), which under Ludic banners is further developed as extended game zone, as a T.E.Z., a Temporary Entertainment Zone, in urban and social realities. Its tools and toys are magazines in print, sites online and public interventions in between different spheres of action (play-game-culture-online-First Life). These principles and exemplary games are elaborated since the affiliations foundation in November 2005. The society&#8217;s membership still continues to grow. On that point we must express severe gratitude to all contributing personalities and condividualities for their willingness to play the game, to enter into the constraints of Ludics for the merits of a scientific play. As introduced, Ludics implies experiments in playful ways of discourse and reflection on the world of designated toy objects as gaming reality – and by releasing such toys for field studies! The rising use of the term Ludic is considered as a proof of evidence by the Ludic Society researchers. alised material universe of smart objects yearns for a radical antipode: Tous les enfants parlent à leurs joujoux!</p>
<p>Ludics applies the logics of arts but is poaching in the fields of a &#8216;patascience, materialising “solutions potentielles”, on game and play cultures. It gathers a variety of contributors with expertise in arts, theory, curatorial practice and gaming.<br />
Each theory issue is accompanied by a practical project, an urban game or public intervention, including Geographical Mapping Systems, War Chalking Games supported by NDS standard model game consoles, electromagnetic toys. Printed circuit Boards were given ISBN numbers and used as new publication format, to bring different systems of discursive power to glitch. As “Dispositive” LS members develop new bachelor machines, objects and Game Fashion.</p>
<p><strong>Toy Objectives / Theoretical Toys</strong><br />
In 2007 the first Ludic manifesto was published in Eludamos, a new renowned European game studies magazine. Posters and papers were held at game studies circles like DIGRA, Digital Games Research Association, Tokyo University and 2008 at the Collége du ‘pataphysique daughter Snowball Association in Sierre/Valais. Does this mean that Ludics unfolds as emerging academic discipline? Logically enough this can be refused. Its strategic discourses, bizarre SM couplings of topics, poetic syntax and content are unique and schismatically distinct from established game arts theories. Such methodology provokes unexpected jumps in the science program of the anatomy of games culture. Method and matter produce plain weird but scientifically convincing results to the selfish personal ple/ay/sure of Ludic socialites — a subject/object branch to Fishkill to honour Père UBU!</p>
<p><strong>History</strong><br />
The affiliations periodical in print, the Ludic Society Magazine, appears with international articles on jouissance, joy and jeux. The magazine was presented at 2005 Neue Galerie Graz, 2006 salon transmediale Berlin and Centre Conde Duque Madrid, 2007 Art Centre Plymouth, Tweakfest Zurich, and DEAF Rotterdam Evening Of the Ludic Society, 2008 at Homo Ludens Ludens Gijon and transmediale 08 in a Ludic Society Control Room. Ludic methodology verbalises as poetic statement in neo-pataphysical text, games and toys.<br />
Issue # 1, 2005. Ludics. New Bachelor Machines. Graz/Madrid.<br />
Issue # 2, 2006. Real Players. Ludic Interfaces. Vienna/Zurich.<br />
Issue # 3, 2007. Tagging the City. Plymouth/ Zurich<br />
Issue # 4, 2007. Metaverse and World3. Zurich/ Vienna<br />
Issue # 5, 2008. Objects of Desire. Bari/ Vienna</p>
<p>As addendum it should be mentioned that the project did start in 2005 with the presentation of an installation called “Ludic Society Traces”, exhibited at Neue Galerie Graz and Centre Conde Duque Madrid. Comparable to an ethnographical museum, in baroque vitrines artisan etched toys, made of printed circuit boards were shown together with a LS magazine. The toys were electronically, networked among each other into one kind of materialised Rube Goldberg Machine; in fact they ere technologically working but emantically useless interfaces to game technologies. We called them GoApe Chindogus. The frontispiece of issue one of the Ludic Society magazine (2005) listed the Ten Tenets of Chindogu (Kawakami). The ironic description focused on futile but beloved objects, without any established value in society. Its proximity to the gift in the tradition of Potlatch became seminal for the claim of Ludics. Finally, in 2007 Second Life Lollies were printed as currency of the Ludic Society. At DEAF Rotterdam visitors did get real Surinam food at the Las Palmas warehouse for this colonial Orbis Tertius (Borges) Third World currency, the LS Lolly.</p>
<p><strong>The Ludic Society as Affiliation</strong><br />
was launched in conjunction with artists, theoreticians interested in the practice of play as strategy in everyday life, especially in relation to a growing culture of ubiquitous computing toys and a phenomenology, subsumed under “Real Play”. The emphasis lies on the investigation of a playful methodology to raise awareness about the rules of play simmering into our nowadays Ludic Societies. Indicator for that are mobile gadgetry as phones and game consoles and its abilities to scan personal access data, trace users towards the establishment of a complete World3, a Orbis Tertius as living reality, which is by no means as free and open as Constant (1968) described a new ludic society. The invisible cities architecture, theoretical and discourse focus is paralleled with a line of experimental alternate reality, urban games and ubiquitous computing games. Out of that content focus a network did grow since the affiliations foundation with 6 members to actual over 50 international renowned members from the field of game -arts, -studies, philosophies and theory. The connection and discourse among members is established by the publication of the club periodical, the Ludic Society Magazine in print, paralleled with a on line version, featuring dynamic topics. The main strategy was to link a practical collaborative game art work to each issue edited. According to this thematic trajectory, new associates and members join in with each issue. By this way also a respectable network of instiutional affiliations was achieved.</p>
<p><strong>People and Socialites</strong><br />
The Ludic Society still grows, active recruitment takes place with each new issue to be released. Membership is a matter of affinity and friendship, a purely subjective decision among peers; its only objective precondition is an engagement of the aspirant to some submission to the Ludic community or to Ludics as emerging discipline, at least in the form of a statement for one of the publications. Even with the activist implantation of RFID chips members were recruited, as subversive subcoutanous Real Play statement. Editors of the first 5 magazines were Jahrmann/ Moswitzer, which must/will not necessarily remain like this.<br />
Random selection of some actual active affiliates, random order: Ilias Marmaras, Jonah Brucker-Cohen, Doris Carmen Rusch, Stewart Home, Martin Howse, Natasha Vita-More, Alessandro Ludovico, David McConville, Martha Blassnig, Konrad Becker, Edward Castronova, Roy Ascott, Cynthia Haynes, Marina Grzinic, Beat Suter, Wolfgang Fiel, P. M. Ong, Mr. Ministeck, Ernst Strouhal, DJ GLow, Mathias Fuchs, Maia Engeli, Max_Oh, F.E. Rakuschan, Gordan Savicic, Mike Phillips, Tatiana Bazzichelli, Nikos Bubaris, Eleni Myrivili, Duncan Shingleton, Günther Hack, Julian Oliver, Geoff Cox, Kristian Lukits, Joasia Krysa, Olli Leino, McKenzie Wark, Aileen Derieg, Dr. Joachim Maier, Daphne Dragona, Siegfried Zielinsky.</p>
<p><strong>Society Chapters</strong><br />
The Society is Hell’s Angels like organised in “chapters”, in Vienna, Zurich, Spain or Plymouth. As the bikers club tuned their machines the Ludits tune absurde hard-ware devices, like SM standard model game consoles, GPS, or NFCmobile phones, to over-clock game concepts as reality concepts. Ouvroir as French term for garage used by the &#8216;pataphysical society, inspired another motto of Ludics, to develop Ouvroirs Ludic Potentielles, OU/LU/PO! In Ludics one declares certain constraints, in short games, as production principles of poetic work. Then Ouvroir is epistemologically rooted in ouvrir (=open), which lead to Real Play experiments in open living forms, artes liberales, establishing sexual relations and bands. As Temporary Entertainment Zones, these appearances disappear in the moment they are established: In honour to Hakim Bey the LS releases TAPZ, temporary autonomous play zones!</p>
<p><em>“Most recently, the Ludic Society has been developing absurd interfaces for gaming and performance. Their current work involves aesthetically redesigning circuit boards so they become fashion objects and can also be performed as musical instruments. This challenges the normally unquestioned functionality, utilitarianism, and inscrutability of not only circuit boards, but also the objects they enable and therefore represent. As something that typical mortals cannot understand, technology has acquired an almost spiritual mystique and therefore a position of power in contemporary culture. By twisting (figuratively and literally) the circuit board into something quite different and unexpected, the Ludic Society turns assumptions about technology’s cultural role on their head.“</em><br />
Amy Alexander, San Diego</p>
<p><strong>Objective xxxxx: Wave-Objects</strong><br />
Inspired by game consoles and handhelds, the Ludic Society developed a series of new bachelor machines and neo-’pataphysist objects. Their launch was heralded by a series of PCB Chindogus, Printed Circuit Board objects, 2005 to 2006. These garage-works were accomplished by Wunderbäumchen aether refreshers in spring 2007, followed by a subcutaneous RFID bijoux implant in a gallery space in England, as activist statement. Several City walks and war drives, guided by cabal satellite maps followed as performances on Dérive and Détournement. The technological lie was achieved by the application of Kaballa rules on read RFID numbers as Alternate Reality constituting elements of a game. In winter 2007 in a urban game by the LS at Piksel Norway, firmware flashed game consoles for city walks were connected to customized RFID reader toys. Public interventions paralleled game fashion, to culminate in futile toy objects.<br />
A hitherto immaterial culture has changed into a ubiquitous one, made of smartifacts, blogjects, spimes. This re-materialised material universe of smart objects yearns for a radical antipode: Tous les enfants parlent à leurs joujoux!</p>
<p><strong>Alternate Reality Engine</strong><br />
The Ludic Society commutes theory and transformative play as strategy in everyday life, especially in relation to a growing culture of ubiquitous computing toys and Real Plays. Parallel with the emphasis on the investigation of a playful methodology to raise awareness about the rules of play simmering into our nowadays Ludic Societies, to mobile gadgetry as phones and game consoles and its abilities to scan personal access data and trace users towards the establishment of a complete World3, a Orbis Tertius as living reality, which is by no means as free and open as Constant (1968) was describing a new ludic society. The invisible cities architecture, theoretical and discourse focus was paralleled with a line of experimental alternate reality, urban games and ubiquitous computing projects.
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<div class="artistCV">
<strong><a href="/at/margarete-jahrmann">Margarete Jahrmann</a> (Austria)</strong><br />
Margarete Jahrmann, artist, lives in Zurich. Jahrmann lectures at Angewandte Vienna and is professor for Game Design in Zurich. In 2005 she founded the Ludic Society, and since then published in print and online, exhibited device arts and urban games and launched game fashion. She is editor of the Ludic Society magazine, of which issues 5 was published in 2008. Over a decade she worked on game modifications and interactive arts with Max Moswitzer for which they received a Prix Ars Electronica award of distinction, interactive arts 2003 and a Transmediale Software Arts award 2004. Frequent papers: Play Fetish. Ed. Jörg<br />
Huber. Über Spiel-Kontingenz.Zürich 2008; DIGRA Proceedings, University of Tokyo 2007; Ich Spiele Leben. In: Kunstforum International, Nr. 178. 2006. Frequent exhibits: Art and Politics of Games, Kunsthalle Wien 2008; Objects of Desire, Laboral Gijon 2008; Evening of the Ludic Society DEAF 2007; Ludic Blitz Play, Piksel Festival Bergen 2007; Nudity and the Game-Console, Mediaforum Moscow 2007.
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<div class="detailUrls">
<ul>
<li><a href="http://www.ludic-society.net" target="_blank">ludic-society.net</a> &#8211; Homepage Ludic Society</li>
<li><a href="http://www.konsum.net/" target="_blank">konsum.net</a> &#8211; ArtServer &#8211; Slackerserver</li>
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		<title>Ivan Popyrev: Physical Interfaces and Programmable Reality</title>
		<link>http://codedcultures.org/at/physical-interfaces-and-programmable-reality/</link>
		<comments>http://codedcultures.org/at/physical-interfaces-and-programmable-reality/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 12:13:10 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[presentation]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1004</guid>
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<img src="/at/wp-content/uploads/2009/03/ivan_presentation.jpg" alt="Interfaces and Programmable Reality" title="Interfaces and Programmable Reality" width="169" height="111" />
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<strong><a id="Interfaces_and_Programmable_Reality" href="/at/physical-interfaces-and-programmable-reality">Physical Interfaces and Programmable Reality</a></strong>
Lecturer: <a href="/at/ivan-poupyrev">Ivan Poupyrev</a> (RU)<br/>
I will talk about emerging areas of user interface design that aim at combining computing and the real world into seamless interaction experiences. I will focus on two basic approaches. The first is to enhance user interfaces with real-world qualities. In one example, we used physical bending as a primary interaction technique for flexible computers. The second approach is to enhance everyday objects and environments with digital properties, such as overlaying them with CG images, creating augmented reality experiences.</div>

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			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/03/poupyrev1.jpg" width="540" class="detailPicture" title="Ivan Popyrev: Physical Interfaces and Programmable Reality" alt="poupyrev1 Ivan Popyrev: Physical Interfaces and Programmable Reality" /></p>
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<strong>Toward seamless combination of digital and real.</strong><br />
I am interested in designing user interfaces that blend digital and physical properties into seamless interaction experiences. In this talk I review current approaches to combine computing and the real world focusing on two basic approaches. The first is to enhance interaction with physical, real-world qualities. This can be achieved, for instance, by taking advantage of the properties of the materials that a computer is made of. In one example, we used bending as a primary interaction technique when designing an interface for flexible computers. The second approach is to enhance everyday objects with digital properties, such as overlaying the real world with computer-generated images. In the future, with the development of new smart materials, display and actuators will be able to computationally control increasingly more aspects of the world around us, further blending computer-generated and physical reality. In this new brave world we will no longer be programming computers anymore, we will be programming the reality itself.
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<div class="artistCV">
<strong><a href="/at/ivan-poupyrev">Ivan Poupyrev</a> (Russia)</strong><br />
Born in USSR, Ivan Poupyrev is a Researcher at Sony Computer Science Labs in Tokyo where he designs user interfaces for future digital living environments. In his research he is particularly interested in creating interfaces and technologies that can seamlessly blend digital and physical properties in devices and everyday objects. The results of his research have been presented at international conferences, reported in popular media and released in Sony products. Ivan graduated from Moscow Airspace University in 1992. While working on his PhD at Hiroshima University, he stayed for 3 years at the University of Washington working on virtual reality interfaces. He joined Sony in Tokyo in 2001.
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<div class="detailUrls">
<ul>
<li><a href="http://www.sonycsl.co.jp/person/poup/" target="_blank">sonycsl.co.jp/person/poup</a> &#8211; Homepage of Ivan Poupyrev</li>
<li><a href="http://ivanpoupyrev.com/" target="_blank">ivanpoupyrev.com</a> &#8211; Research Homepage of Ivan Poupyrev</li>
</ul>
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		<title>Yukiko Shikata: From “Camera Obscura” to “Projectors”</title>
		<link>http://codedcultures.org/at/from-camera-obscura-to-projectors/</link>
		<comments>http://codedcultures.org/at/from-camera-obscura-to-projectors/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 12:06:05 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[lecture]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1002</guid>
		<description><![CDATA[<div class="curator lecture" id="From_Camera_Obscura_to_Projectors_div">

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<img src="/at/wp-content/uploads/2009/03/yukiko_shikata-copy.jpg" alt="Yukiko Shikata" title="Yukiko Shikata" width="169" height="200" />
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<strong><a id="from_camera_obscura_to_projectors" href="/at/from-camera-obscura-to-projectors">From "Camera Obscura" to "Projectors”</a></strong>
Lecturer: <a href="/at/yukiko-shikata">Yukiko Shikata</a> (JP)<br/>
After the diffusion of ICT we are heading for the second decade of 21C, can locate ourselves in the substantial shift of world -- socio-cultural, geo-political, economical, scientific, among others -- beyond the systems established in modern era. The “world” here includes us as active players being involved in the fluctuating flow of information for new emergencies beyond existing fields. It means that each of us autonomously contribute to the world at various level by taking responsibility, and at the same time collaborating each other depending on the situations, where sensing, analyzing, and re-interpreting things would appear as creative process. Here, I raise the shift “From »Camera Obscura« to »Projectors«”. Based on the same system, the former statically fixes the image by the light coming into the box, and the latter, the light from inside projects outside, opens up the dynamic process between the space and things there including our movements and perception. It is the shift from “receiver” to “sender”, and welcomes the new network of things and information, as ever-changing phenomenon triggered with/by us!</div>

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<strong>With ICT, we become active players in the information flows beyond fields. Now we face the shift from &#8220;receiver&#8221; to &#8220;sender&#8221; model, welcoming the new emergencies triggered by us.</strong></p>
<p>We are heading for the second decade of 21 century. Looking back to the first the decade, we can recognize the drastic changes in the ways of communication and sharing the huge amount of information, realized by the ICT. The rapid growth of digitalization made us easily receive, create and actively send the information globally, but at the same time, the heavy dependency to the virtual environment caused the serious imbalance of society such as in economy, people’s mentality, etc. It’s time for us to re-examine the role of digital technology. By grasping the characteristic potential of digital and analogue, we would combine or articulate them depending on the situations.</p>
<p>The age of global networks is the age of global awareness. The global awareness is based on the &#8220;multi-identities&#8221;, reflecting the world and in additon, the feeling of being inside of the world. We live in the age of global networks and multi-reflections and are responsive to the world in complex ways. The circulating information flows – in telecommunications, natural environment and inside of us emerge as the potential resources that would interact dynamically.</p>
<p>In the age of interconnecting various information, we can also locate ourselves as responsible entities for the substantial shift of world – socio-cultural, geo-political, economical, scientific, among others – beyond systems established in modern era. The &#8220;world&#8221; here includes us as active players being involved in the fluctuating flow of information for new emergencies beyond existing fields and separations. It means that each of us autonomously contributes to the world on various levels by taking responsibility, at the same time mutually collaborating by choosing the way flexible in ever-changing conditions, where sensing, analyzing, and re-interpreting things would appear as creative process.</p>
<p>I would like to raise the perspective to the world, shifting from the &#8220;Camera Obscura&#8221; model to the &#8220;Projectors&#8221; model. Both are based on the same system – a box with a small hole, the former fixes the reversed static image by the light coming inside the box. That is a linear and rigid system without the time axis. In the latter, the light from inside of the box projects broadly outside, opens up the dynamic process between the space and things there including the movements and perception of the viewers, participants and other reflecting media in the space, causing a reflective process and further a chain reaction in reflections. Here, the &#8220;worlds&#8221; appear by the active perception<br />
and involvement of the people and various media in the space.</p>
<p>It is the shift from the &#8220;receiver&#8221; to the &#8220;sender-reflector&#8221; model, welcoming the new network of things and information as ever-changing phenomenon triggered with/by us. The &#8220;information&#8221; here is hybrid, dynamic and open to the unpredictable accidents, welcoming the creative interventions and even playing with them. For creating the proto-culture, we need to have space for such interventions, and it will be only achieved throughout the active research and practice by connecting art, science and technology in the way never done before. Media artists take important roles to interface and stimulate the relation between the world and us and to show new perspectives for the future. Media art has a mission to visualize the invisible dynamics of the world beyond nature and society, beyond art and science to make us notice the world as a dynamic, interactive system, and opening the realm.</p>
<p>In envisioning the future, I would like to add the idea by Felix Guattari in 1989, in &#8220;Three Ecologies&#8221; – the ecology in nature, society and spirit &#8212; where humans and technology, nature and artificial, art and science would interrelate mutually. </p>
</div>
<div class="artistCV">
<strong><a href="/at/yukiko-shikata">Yukiko Shikata</a></strong><br />
Yukiko Shikata is a senior curator of NTT ICC, specially-assigned professor at Tokyo Zokei University, guest professor at Tama Art University.<br />
Curated many exhibitions including:<br />
&#8220;Amodal Suspension&#8221; (YCAM, 2003),<br />
&#8220;MobLab&#8221;(2005),<br />
&#8220;open nature&#8221;(ICC, 2005),<br />
&#8220;Light InSight&#8221;(ICC, 2008).</div>
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		<title>Verena Kuni: Urban Playgrounds, Alternate Games</title>
		<link>http://codedcultures.org/at/urban-playgrounds-alternate-games/</link>
		<comments>http://codedcultures.org/at/urban-playgrounds-alternate-games/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 12:03:44 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[lecture]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=1000</guid>
		<description><![CDATA[<div class="scientist lecture" id="Urban_Playgrounds_Alternate_Games_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/kuni_portrait.jpg" alt="Verena Kuni" title="Verena Kuni" width="169" height="137" />
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<strong><a id="urban_playgrounds_alternate_games" href="/at/urban-playgrounds-alternate-games">Urban Playgrounds, Alternate Games</a></strong>
Lecturer: <a href="/at/verena-kuni">Verena Kuni</a> (DE)<br/>
To the core of the city? This way, please: Down the Rabbit Hole. Let us explore its hidden structures, its inner guts. And then let us take over the system... This may be the promise. However, meanwhile most of what comes up under the charismatic umbrella term "Alternate Reality Games" does so thanks to investment of major brands. With "Interactive entertainment" as the main tag, with a "puppet master" leading proactive consumers to the next trendy sellout ARGs are being considered, researched and developed as "a medium for lifestyle, marketing and advertisement". Sure, this is not a game. Yet, this is not what you'd expect from something called "alternate"? You think whatever might be considered as the potentials of collective intelligence and collective creative could take another direction? Like, in example, towards new ways of research and new ways of taking action in urban space? Ok. Perhaps all you have to do is just to try a little harder. Watch out for the Rabbit Hole. Enter the Game. And find your way to play...</div>

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<strong>Find the Rabbit Hole: ARGs as Advanced Psychogeography</strong><br />
To the core of the city? This way, please: Down the Rabbit Hole. Let us explore its hidden structures, its inner guts. And then let us take over the system&#8230;<br />
This may be the promise. However, meanwhile most of what comes up under the charismatic umbrella term &#8220;Alternate Reality Games&#8221; does so thanks to investment of major brands. With &#8220;Interactive entertainment&#8221; as the main tag, with a &#8220;puppet master&#8221; leading proactive consumers to the next trendy sellout ARGs are being considered, researched and developed as &#8220;a medium for lifestyle, marketing and advertisement&#8221;.</p>
<p>Sure, this is not a game. Yet, this is not what you’d expect from something called &#8220;alternate&#8221;? You think whatever might be considered as the potentials of collective intelligence and collective creative could take another direction? Like, in example, towards new ways of research and new ways of taking action in urban space? Ok. Perhaps all you have to do is just to try a little harder. Watch out for the Rabbit Hole. Enter the Game. And find your way to play&#8230; Departing from a brief introduction into the current state of the art of ARG theory and practice the lecture will take a look at projects that take alternate directions to explore urban playgrounds, and propose some thoughts on the potentials (and problems) of ARGs as a tool for collective/networked research and action.
</p></div>
<div class="artistCV">
<strong><a href="/at/verena-kuni">Verena Kuni</a> (Germany)</strong><br />
Verena Kuni is professor for Visual Culture at Goethe University of Frankfurt am Main (DE). She publishes widely in international print and online media; since 1997 she runs her own art radio show on radio x ffm. From 1995 to 1999 she was curator for Kasseler Dokumentarfilm &#038; Videofest; since 1999 she is ibid. director of interfiction conference for art, media and network cultures.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.kuniver.se" target="_blank">kuniver.se</a> &#8211; More info, including an extensive list of publications</li>
<li><a href="http://www.gunst.info/" target="_blank">gunst.info</a> &#8211; Weblog of Verena Kuni</li>
<li><a href="http://www.homemade-labor.ch/weblog/" target="_blank">homemade-labor.ch/weblog</a> &#8211; Weblog: Musik Medien Kunst</li>
<li><a href="http://www.interfiction.org/" target="_blank">interfiction.org</a> &#8211; Interdisziplinäre Workshop-Tagung für Kunst, Medien und Netzkultur im Rahmen des Kasseler Dokumentarfilm- und Videofests seit 1995.</li>
</ul>
</div>
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		<title>Sabine Seymour: Functional Aesthetics</title>
		<link>http://codedcultures.org/at/functional-aesthetics/</link>
		<comments>http://codedcultures.org/at/functional-aesthetics/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 12:01:37 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[fashionable]]></category>
		<category><![CDATA[functional aesthetics]]></category>
		<category><![CDATA[moodial]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[wearable]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=998</guid>
		<description><![CDATA[<div class="scientist producer lecture" id="Functional_Aesthetics_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/seymour_portrait-kopie1.jpg" alt="Sabine Seymour" title="Sabine Seymour" width="169" height="162" />
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<div class="contentRight">
<strong><a id="functional_aesthetics" href="/at/functional-aesthetics">Functional Aesthetics</a></strong>
Lecturer: <a href="/at/sabine-seymour">Sabine Seymour</a> (AT)<br/>
Fashionable wearables are ‘designed’ garments and accessories associated with aesthetics, functions, wearability, and technology. As designers of fashionable wearables we view end users as fashionable beings who are attentive to style, aesthetics, and the expressive potential of wearable technologies. Our work includes the composition with enhanced materials, wearable technologies, and electronic textiles.
Our design is based on the notion that garments are the immediate interface to the environment and thus are a constant transmitter and receiver of messages, emotions, and experiences. Our bodies become a link, mediated through fashionable wearables. Fashionable wearables must engage the wearer through the mechanisms of fashion to be more than mere mediators of perception. They must become communicators of style.</div>

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<strong>Fashionable Wearables as Aesthetic Interaction Interfaces</strong><br />
In my recent book &#8220;Fashionable Technology, The Intersection of Design, Fashion, Science, and Technology&#8221; I describe fashionable wearables as &#8220;designed&#8221; garments, accessories, or jewelry that combine aesthetics and style with functional technology. The potential for collaboration between the worlds of fashion and technology has been omnipresent since the initial explorations of Hussein Chalayan ten years ago and expanded into scientific experiments with the spray-on-fabric Fabrican by trained fashion designer Manel Torres. Our clothing, accessories, and jewelry are the epidermal interfaces with which we can experience the world.</p>
<p>The expressive value of fashionable wearables can be greatly heightened by the integration of technology. By incorporating electronics into a garment we can transform traditional fashion elements such as color, texture, and cut to include movement, touch, light, sound, and interactivity as new aesthetic interaction interfaces. It is important to recognize the value of the word fashion, pointing out that aesthetics and style have been an obvious tool for the communication of values, culture, status and mood individually over time. Fashionable wearables are associated with adornment and style. Humans are fashionable beings who are attentive to style and the powerful potential of wearable technologies.</p>
<p><strong>Code as Interface</strong><br />
1 of 1 is a design studio founded by Cait Reas that synthesizes fashion and art. It demonstrates the fusion of fashion and code in the project &#8220;Tissue Collection&#8221;. The individually signed and numbered garments are a result of the collaboration between the artist C.E.B. Reas and fashion designer Cait Reas. The artist created generative images by defining processes and then translating them into images through code using the software &#8220;Processing&#8221;. These patterns were then applied to the fabric by the fashion designer using digital textile printing. Thus the dynamically generated moving images are converted into static image as soon as they are printed permanently on the fabric not allowing any duplication.</p>
<p>In the next iteration I would suggest that garments become animated canvases through the dynamic display of such generated images. The future calls for the dynamic generation of visuals on the surfaces of our garments to enable real-time interaction and to allow the wearer to create their own aesthetic interfaces.</p>
<p><strong>Aesthetic Interaction Interfaces</strong><br />
Fashionable wearables are aesthetic interaction interfaces that are more than mere fashion. They incorporate technological elements that transform them into interactive interfaces. Today, fashionable wearables are mediators of information and amplifiers of fantasy, ranging from consumer fashion to the stage garment of a performer.
</div>
<div class="artistCV">
<strong><a href="/at/sabine-seymour">Sabine Seymour</a> (AT/US)</strong><br />
Sabine Seymour has been described as an innovator, visionary, and trend spotter. She is the Chief Creative Officer of her company Moondial, which develops fashionable wearables and consults on fashionable technology to companies worldwide. Moondial’s work is based on the convergence of fashion, design and technology.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.fashionabletechnology.org" target="_blank">fashionabletechnology.org</a> &#8211; Fashionable Technology: The Intersection of Design, Fashion, Science, and Technology by Sabine Seymour</li>
<li><a href="http://www.moondial.com" target="_blank">moondial.com</a> &#8211; Moondial &#8211; Fashionable Technology</li>
</ul>
</div>
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		<title>Mathias Fuchs: Collapsing Locality – Ludic Locations</title>
		<link>http://codedcultures.org/at/collapsing-locality-ludic-locations/</link>
		<comments>http://codedcultures.org/at/collapsing-locality-ludic-locations/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:58:46 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[ludic]]></category>
		<category><![CDATA[presentation]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=996</guid>
		<description><![CDATA[<div class="artist critic lecture " id="Expanding_Locality_Ludic_Locations_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/mathias-fuchs_portrait-kopi.jpg" alt="Mathias Fuchs" title="Mathias Fuchs" width="169" height="175" />
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<div class="contentRight">
<strong><a id="ludic_locations" href="/at/collapsing-locality-ludic-locations">Collapsing Locality – Ludic Locations</a></strong>
Lecturer: <a href="/at/mathias-fuchs">Mathias Fuchs</a> (AT)<br/>
Place and space are notions that have to be renegotiated once territory is claimed in virtual environments and processes are initiated that we use to watch or engage with in first reality. It seems that ownership of territory, land-theft and homelessness reappear in ludic environments. It also seems to be true that there is a cybergeography of paradisic islands, busy malls and frightening battlegrounds. Non-travelling tourism is a figure of hope for Digital Heritage and for eco-tourism. From maps to routes and from Unreal vehicles to fly-throughs the digital traveller re-enacts modes of transportation that differ pretty little from those prevailing in the age of the horsecart. A discourse on locative aspects of virtual environments will have to find new forms of transport and of travelling to rediscover space and location in e-space. The author suggests to look for ludic locations in the twilight zones of augmented reality, virtual environments and augmented virtuality.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/03/collapsing_locality_fuchs.jpg" alt="collapsing locality" title="collapsing locality" width="540" class="detailPicture" /><br />
Stad van Rotterdammers in SecondLife</p>
</div>
<div class="detailContent">
<strong>Place and space are notions that have to be renegotiated once territory is claimed in virtual environments. A discourse on locative aspects of virtual environments will have to find new forms of transport and of non-travelling to rediscover place and location in e-space.</strong></p>
<p>It is a common assumption of cyber-anthropologists, that an increase in virtuality leads to an increased level of internationalism, cosmopolitan lifestyle, and a global, borderless image space. [Rath, 1987] [Faßler, 1999] [Ascott, 2000] The national territories supposedly dissolve, borders become meaningless and cultural differences melt into a ubiquitous image space, sound-pool and hypertext archive. The pilot projects of telematic art, connected the teepees of First Nation chiefs with European media centres [Ascott, 1989] or Wien (Vienna) with Vancouver &#8211; creating a virtual supermerger city called &#8220;Wiencouver&#8221;. [Grundmann, 1984]. Contemporary social networking environments attempt to look cosmopolitan as well. SecondLife promotes an open and free toy society of semi-anonymous avatars from all around the globe, who peacefully share islands, clubs and shopping malls. The potentially cross-cultural 3D agora turns out to be as Philistine as can be, a petty bourgeois low-cost paradise with garden gnomes, ducks on ponds and ornamental trees in pink and white.</p>
<p>The islands and meeting spaces attract groups of similarly styled visitors who, quickly agree to fall back into their regional jargon, dress code and political conventions. Go to France Pitoresque, to Japan Resort, or to any of the SecondLife art places to find out how locally restricted and narrow-minded the World Wide Web can be. These locations are characterised by an extreme homogenisation of appearance and talk. Foreign languages are not strictly forbidden &#8211; they are often cherished as exotic and cool -, but the practice is less then monolingual, it is controlled by a totalitarism of jargon below the level of language or even dialect. SecondLife is a conglomerate of cyberprovincialism rather than an international community. I would like to suggest that there is a counter-trend to expanding locality in Virtual Worlds, a user-generated trend of imploding locality. Locality collapses into a digital Mega-suburb of gym-trained, cyber-solarium tanned bores who have set their daylight zone to eternal noon. There is however hope in virtual geography. When Erik Champion stated that &#8220;Being Not-there May be More Achievable&#8221; [Champion, 2006] he suggested that en route from real tourism via augmented reality and augmented virtuality to full immersive virtual reality, we might stop by at a locative state of being not-there. Unlike tele-presence this form of negative presence has a distant closeness to an idealised travel destination. It &#8220;creates a sensation of place (as a cultural site) in a virtual environment in contradistinction to a sensation of a virtual environment as a collection of objects and spaces.&#8221;</p>
<p>ASCOTT, ROY: Aspects of GAIA. Telematic Installation, Ars Electronica, Linz 1989<br />
ASCOTT, ROY: Art, Technology, Consciousness, Bristol 2000<br />
CHAMPION, ERIK: Evaluating Cultural Learning in Virtual Environments, Brisbane 2006<br />
FASSLER, MANFRED: Cyber-Moderne, Wien New York 1999<br />
GRUNDMANN, HEIDI (ED.): Art + Telecommunication, Wien 1984 RATH, C.D.: The Invisible Network, London 1987</p>
</div>
<div class="artistCV">
<strong><a href="/at/mathias-fuchs">Mathias Fuchs</a></strong><br />
Mathias Fuchs has pioneered in the field of artistic use of game engines in various game art installations. He started the first European Masters Programme in Creative Games at the School of Art &#038; Design at the University of Salford in Greater Manchester. Creative Games is a discipline on the borderline of games, art and critical discourse (creativegames.org.uk).</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.creativegames.org.uk/" target="_blank">creativegames.org.uk/</a> &#8211; Artwork, Publications and Lectures by Mathias Fuchs.</li>
</ul>
</div>
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		<title>Keynote Designing Complexity: To develop a political intervention in the digital realm</title>
		<link>http://codedcultures.org/at/designing-complexity-to-develop-a-political-intervention-in-the-digital-realm/</link>
		<comments>http://codedcultures.org/at/designing-complexity-to-develop-a-political-intervention-in-the-digital-realm/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:53:54 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[designing complexity]]></category>
		<category><![CDATA[Keynote]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=993</guid>
		<description><![CDATA[<div class="artist scientist keynote" id="Keynote_Designing_Complexity_To_develop_a_political_intervention_in_the_digital_realm_div">
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<img src="http://codedcultures.com/at/wp-content/uploads/2009/03/grzinicsmidclasswar.gif" alt="grzinicsmidclasswar" title="grzinicsmidclasswar" width="169" height="95" />
<br/>
<img src="/at/wp-content/uploads/2009/02/yoshioka.gif" alt="Hiroshi Yoshioka" title="Hiroshi Yoshioka" width="169" height="196" />
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<div class="contentRight">
<strong><a id="designing_complexity_to_develop_a_political_intervention_in_the_digital_realm" href="/at/designing-complexity-to-develop-a-political-intervention-in-the-digital-realm">Keynote Designing Complexity: 
To develop a political intervention in the digital realm</a></strong>
Lecturers: <a href="/at/marina-grzinic">Marina Grzinic</a> (SLO) <a href="/at/hiroshi-yoshioka">Hiroshi Yoshioka</a> (JP)<br/>
“Everything, everywhere, everybody” implies a fundamentally misleading situation of “fluid identity.” It is not identity itself that is fluid but instead, the variety of different roles we are forced to perform today in order “to adjust” and synchronize ourselves “in time” with the mad sped-up logic of capital. Quickly changing roles and performing according to different codes are first and foremost required of and exercised by those who are not in power. Strategically speaking, artists must be flexible to survive in the first place and this flexibility is particularly effective on the Internet. Flexibility of identity produces a flexibility of contexts and transforms artists and activists subjugated to the digital elites, and constantly pressured by communication, information exchange and isolated digital creativity. Such a context produces an apolitical position. To develop a political intervention in the digital realm is imperative.<br/>
To have a sense of complexity is crucial for us to live in this age of media, technology and planetary cultures. Complexity implies spontaneity, emergence of something new, or the potential of creating from within, while complicatedness just the whole consisted of many parts which should be controlled from above. We learned this sense of complexity from natural science and system theory, but we should enlarge the concept to understand ourselves and our situations. An image of one culture is generated through the complex process of separations and interactions between the self and the other. Tolerating multiple cultures is not enough: we should also find a multitude in our single culture, whether singleness refers to a nation, a religion or any other traditions. One great benefit of the development of media technology is that it has prepared a hyperspace in the social and cultural context, where we interact each other with a higher sense of mutual formations.</div>

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<strong><a href="/at/marina-grzinic">Marina Grzinic</a> and <a href="/at/hiroshi-yoshioka">Hiroshi Yoshioka</a></strong></p>
<p>Hiroshi Yoshioka argues that tolerating multiple cultures is not enough: we should also find a multitude in our single culture, whether singleness refers to a nation, a religion or any other tradition. One great benefit of the development of media technology is that it has prepared a hyperspace in the social and cultural context, where we interact with a higher sense of mutual formations. Marina Grzinic on the other hand speaks about an imposed flexibility that subjugates artists and activists to the digital elites, and forces them into isolated digital creativity. Such a context produces an apolitical position. To develop a political intervention in the digital realm is imperative. Therefore, the talk will on one side present positive aspects of digital technology and on the other a wider, more critical perspective.</p>
<p><strong>Tolerance of Complexity<br />
Hiroshi Yoshioka</strong></p>
<p>Digital technology has brought significant changes in our daily communication, commercial transaction, business behavior, formation of public opinions, educational methods, accessibility to knowledge, and the whole view of our life and the world in general. There are seriously negative and incredibly hopeful aspects in each of these changes and we feel dazzled everyday by innovations and bombarded by their accompanying problems. Pictures of these changes drawn by mass media and the industry look too overwhelming, while there are also emerging autonomous movements to reconfigure them in more democratic forms.<br />
 <br />
What I am going to pay attention to in my talk, however, is a more fundamental, intellectual consequence we seem to have, whether we are aware of it or not, by living in the age of digital media. The consequence has negative as well as positive sides. The negative is what I call &#8220;metaphysics of digital media&#8221;, which conceals our freedom and suppress our power to act, by replacing the reality with computer-generated figures and images on the monitor. They are at work in every aspect of our life. I would also like to focus on the positive and ethical side of the change in our basic way of thinking brought by digital media. Let me phrase this as Atolerance of complexityA. To take this issue seriously, we should first of all be careful not to be misled by a &#8220;simple&#8221; way to look at &#8220;complexity&#8221;. In other words, we have to know that &#8220;complexity&#8221; is not a &#8220;simple&#8221; opposition to &#8220;simplicity&#8221;, or there is no such thing as a &#8220;simple&#8221; dichotomy of complexity versus &#8220;simplicity&#8221;. We may easily say &#8220;This issue is complex and you cannot find the solution&#8221; often when we don’t (want to) think hard enough to find a simple verbalization of the problem. The word &#8220;complexity&#8221; in this case is used as an excuse for our intellectual laziness. On the contrary, complexity in a true sense appears as a necessary limitation of our simple and clear reasoning. We shouldn’t let the word &#8220;complexity&#8221; mean an incompetence of reason, but a hope to open a new perspective about intelligence formed in the network, by being fully aware of the limits of the individual human understanding. I think we will find this possibility in one of its most interesting and promising forms, in the field of cross-cultural attempts, both in academic research and in various cultural and artistic practices. One great advantage of living in today’s digital media environment is that we are coming closer to this perspective, not so much as the result of philosophical or scientific insight, but rather as a more common pattern of behavior, which we have acquired through our normal experience of digital media, during a couple of past decades. By showing some examples I have been involved in for the past couple of years, I would like to sketch how &#8220;tolerance of complexity&#8221; in people’s attitudes has a potential to organize creative activities both in the field of art and cultural activities in the community.</p>
<p><strong>To Develop a Political Intervention in the Digital Realm<br />
Marina Grzinic</strong></p>
<p>The question that interests me is the relation between the digital realm and financial capitalism. The digital realm must be understood as a form of social programming and a as a mode of making profit, therefore as the digital mode of production (if I call it in parallel to Jonathan Beller cinematic mode of production) that is a new formation of techno-capitalist-labor condition of the financial capital logic. The digital realm reinforces commodification and computerization of its users, preventing processes of de-coloniality and de-linking from the financial capital to take place. It fits perfectly in the new division of labor necessary for financial capitalism to make profit and to rationalize its system of exploitation. Financial capitalism is working hand in hand with computer-generated imagery; in front of the screen images are ideological mindscapes for interiorizing exploitation, and behind the screen (mostly in the Third and also Second Worlds) due to labor division that allows capital to make profit using extremely cheap labor force, these images are produced and at the same time interiorized. These orchestrated computerization, globalization and financialization processes need to be connected with today’s financial capitalism. Third and Second World&#8217;s production and consumption of images are performed without mediation (without delay, or without a Deleuzian interval, tout court so to say, is a constant state of exception). Precisely from what is going on there we can understand that global financial capitalism (re)produces itself through dysfunctional logics and economic, social and political disruptions, propped up by science and new media technology. Science and technology are being implemented for the figuration, representation, mediation and rationalization of the crisis.</p>
<p>What new media technologies put forward is in fact, as claimed by Sarah Kember, an &#8220;anti-politics&#8221;! Such technologies are seen as a &#8220;consensual hallucination&#8221;, the new &#8220;final frontier&#8221; of an out-of-control realm where only &#8220;post-humans&#8221; will be able to live. But what are the real humans doing in the meantime, those who sometimes are not even considered to be fully human? They are looking for discarded food in the immense garbage dumps on the outskirts of the big cities of Asia, Latin America, Africa, and Eastern Europe. This will become more and more visible, especially with the present crisis of the financial capitalism, across Europe and the US.</p>
<p>As argued by Aihwa Ong, management and administration are running our social lives through a system of calculations. Exception functions as a mechanism of differential inclusion. Neoliberalism is the technology of optimization, from economics to politics, from nature to environment, and can be used, pace Ong, by any political regime (with no changes needed in the system for improving the conditions of life whatsoever) in order to effectuate only one single calculation: the calculation for profit. Profit as we can learn from financial capital is not made only and solely through investments in the stock markets but is supported by a series of interventions and logics of exploitation. One is that massive impoverishment of the world population is co-substantive with massive militarization that changes the &#8220;western&#8221; concept of governance over our lives (known as biopolitics, still playing the card of modes of life) into necro(DEATH)politics.</p>
</div>
<div class="artistCV">
<strong><a href="/at/hiroshi-yoshioka">Hiroshi Yoshioka</a></strong><br />
Hiroshi Yoshioka was born in Kyoto, Japan. He studied philosophy and aesthetics at Kyoto University and teaches aesthetics and art theory at Kyoto University, IAMAS. He is the author of The Present Tense of Thought: Complex Systems, Cyberspace, and Affordance Theory (1997), Information and Life: The Brain, Computers, and the Universe (with Hisashi Muroi, 1993) [both books published in Japanese], and many articles on aesthetics, arts, technology and culture. He was the editor-in-chief of the critical journal Diatxt. (vol.1-8, Kyoto Art Center, 2000-2003) and Yorobon: Diatxt./Yamaguchi (YCAM, 2008). He was the general director of Kyoto Biennale 2003, and Ogaki Biennale 2006.</p>
<p><strong><a href="/at/marina-grzinic">Marina Grzinic</a></strong><br />
Marina Grzinic, philosopher, artist and theoretician. She works in Ljubljana and Vienna. Grzinic is Professor at the Academy of Fine Arts in Vienna, Institute of Fine Arts, Post Conceptual Art Practices. Grzinic is one of the founders and editors of Reartikulacija (Artistic-Political-Theoretical-Discursive Platform), Ljubljana. Marina Grzinic last book is &#8220;Re-Politicizing art, Theory, Representation and New Media Technology&#8221; (Akademie Bildenden Künste Wien, SCHLEBRÜGGE.EDITOR, Vienna 2008). She is active as video artist, working together with Aina Smid.</div>
<div class="detailUrls">
<ul>
<li><a href="http://grzinic-smid.si" target="_blank">grzinic-smid.si</a> &#8211; Videoart by Marina Grzinic marina and Aina Smid</li>
</ul>
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		<title>Keynote Assembling Things: Device Art</title>
		<link>http://codedcultures.org/at/assembling-things-device-art/</link>
		<comments>http://codedcultures.org/at/assembling-things-device-art/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:49:02 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[Assembling Things]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[Keynote]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=990</guid>
		<description><![CDATA[<div class="scientist keynote" id="Keynote_Assembling_Things_Device_Art_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/kusahare_portrait.jpg" alt="Machiko Kusahara" title="Machiko Kusahara" width="169" height="227" />
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<div class="contentRight">
<strong><a id="assembling_things_device_art" href="/at/assembling-things-device-art">Keynote Assembling Things: Device Art</a></strong>
Lecturer: <a href="/at/machiko-kusahara">Machiko Kusahara</a> (JP)<br/>
Device Art is a new concept that represents Japanese media art practice, that bridges art, technology, science, design, entertainment and popular culture. Today convergence of art, design and architecture has been shown at major art exhibitions, reflecting the questions raised on the validity of borders that have long separated these categories. In contemporary Japanese media art elements such as playfulness, open interaction and use of latest technology are highly visible, while entertainment, commercial products and educational contents created by artists attract public attention. Device Art tries to theorize these phenomena from both media art and historical points of view.</div>

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			<content:encoded><![CDATA[<div class="detailContent">
<strong><a href="/at/machiko-kusahara">Machiko Kusahara</a></strong></p>
<p>Assembling an aircraft is not a work of art – at least that is what we usually think. But the seagull-shaped M-02J glider is a different case. The elegant looking aircraft shown at the prestigious Spiral Hall in Aoyama, Tokyo in December 2008 is in fact a work by an artist. Kazuhiko Hachiya, whose work such as the Inter DisCommunication Machine has been shown internationally, launched &#8220;Open Sky&#8221; project in 2003 to build a functional aircraft for personal use. At the exhibition the latest development of the &#8220;personal&#8221; project was shown. Collaborating with engineers and volunteers, the glider he designed has gone through several stages of test flights. As its aerodynamic capacity was proven, it is now ready to have a jet engine finally installed on it.</p>
<p>As the shape of the glider suggests, the inspiration came from &#8220;Maeve&#8221;, an imaginary personal aircraft in Hayao Miyazaki’s animation film &#8220;Nausicaa Of The Valley Of The Wind&#8221;. However, while the heroine Nausicaa flies freely, &#8220;We are not allowed to do so&#8221;, Hachiya points out. &#8220;The sky is not open to us. It belongs to the authority, politics, and global business.&#8221; Hachiya decided to visualize the situation and raise an objection in an artistic form, by manufacturing and flying a jet glider himself.</p>
<p>Although it may sound too adventurous for an artist to design a jet glider, Hachiya already has some experience in using a jet engine for &#8220;AirBoard&#8221; (1997-2001, collection of Museum of Contemporary Art Tokyo), which was a realization of the flying skateboard presented in the film &#8220;Back to the Future&#8221;. The artist purchased the &#8220;world’s smallest jet engine&#8221; of the time and was trained to handle the engine that may explode if mistreated. </p>
<p>One might ask a question how an independent artist could afford a jet engine. As early as in 1997 Hachiya conceived and developed &#8220;PostPet&#8221;, software that uses various virtual animals (&#8221;pets&#8221;) to deliver emails, at the time when access to the internet was mostly targeted for researchers and businessmen. With playful features the artist designed, the software interested young women, encouraging them to start using the internet. Collaboration with the industry was crucial for Hachiya, because his goal was to offer a better and more interesting communication tool for people, rather than to produce a good looking artwork to be shown at a museum. Eventually the commercial success of the product enabled him to buy a jet engine.</p>
<p>Collaboration between artists, engineers and the industry can take place in different levels. Hiroo Iwata shows his latest work at Salone Internazionale del Mobile in Milan in April 2009. Iwata is a professor of engineering at Tsukuba University who has developed many systems for virtual reality. He has produced works since the mid 1990s such as &#8220;Floating Eye&#8221; (Ars Electronica, 2001), &#8220;Food Simulator&#8221; (SIGGRAPH, 2004), &#8220;Feel Your Brain&#8221; (2008) among others. The piece he shows at Salone is a new version of his robot tile.</p>
<p>With its original version several pieces of metallic &#8220;tiles&#8221; are wirelessly connected to a computer with a set of video cameras attached. Each tile is motorized and can move in any direction. As the cameras capture where the user is heading, the tiles drive back in real time cancelling each step he/she has made. At the same time the last tile of the row quickly moves forward, offering a piece of &#8220;ground&#8221; for his/her next step. No matter to which direction the user walks, he/she remains in the same place. The plain looking tiles resemble step stones, from Japanese gardens to guide a visitor, but instead the robot tiles keep him/her on the same spot forever. In Salone Iwata covers the tile top with a new type of electro-conductive fiber to measure the pressure that indicates the user’s walking motion. Now each tile senses what is happening on it and sends data to the computer. No video camera is needed.</p>
<p>The exhibition at Salone is a part of the SENSEWARE exhibition, which is conceived and curated by the designer Kenya Hara. Its first edition took place at the Spiral Hall in 2007 and was a huge success. Each of the invited artists, designers and architects chose from the list of new fabrics offered by sponsoring manufacturers to create a new piece that fully utilizes th features of the chosen fabric. Following the success of the first edition Hara invited 16 Japanese and Italian artists/designers, this time including Iwata.</p>
<p>Dr. Iwata currently has a solo exhibition at Miraikan (National Museum of Emerging Science and Innovation) titled &#8220;Dr. Strange Device&#8221;. The exhibition is a part of a Device Art Gallery series that opened in 2008 and will continue for several years. Apparently he enjoys being an engineer and an artist at the same time, demonstrating both the light and dark side of technology.</p>
<p>These are examples from the current media art scene in Japan. Collaborations between engineers and artists, importance of playfulness, and interest in physical interface have been observed. »Device Art« is a project Iwata launched in 2005 with the aim of realizing and promoting a new concept: art in the form of functioning devices that can reach outside museums and galleries. The group consists of engineers, researchers and media artists. Members with engineering background create a bit &#8220;crazy&#8221;, but inspiring works, as is the case of Iwata’s robot tiles, Masahiko Inami’s &#8220;Optical Camouflage&#8221; that makes the user invisible, or Taro Maeda’s &#8220;Shaking the World: Galvanic Vestibular Stimulation As A Novel Sensation Interface&#8221; that allows the user to control another user’s walking behavior by remotely stimulating his/her sense of gravity. Members include artists such as Novmichi Tosa (a.k.a. Maywa Denki), Sachiko Kodama, Ryota Kuwakubo, the earlier mentioned Kazuhiko Hachiya, and others. Artists and engineers assemble new material and technology in a unique and playful manners to show what technologies mean to us at the border of art, design, engineering, and entertainment. Today convergence of art and its related fields has become commonplace in urban landscape. Architects, industrial and fashion designers propose their concepts and realize innovative works that influence our culture rather than simply responding to existing demands, working inside traditional frameworks. Works and activities of creative designers extend far beyond the traditional range of product design, while corporate designers change our daily life with products such as the iPod. SENSEWARE is an example of such design activities.</p>
<p>&#8220;Being critical&#8221; has been considered an important element of art. Now it is needed to examine what it means to be &#8220;critical&#8221;. There have been avant-garde artists, such as experimental film makers, who expanded and visualized what &#8220;film&#8221; could mean to us. An artist can remain critical in examining the current status – in this case: how technology is used in society, how it is commercialized, etc. – and provide an alternative perspective, possibly with a sense of humor.
</p></div>
<div class="artistCV">
<strong><a href="/at/machiko-kusahara">Machiko Kusahara</a></strong><br />
Machiko Kusahara is a professor for Media Art and Media Studies, at Waseda University, Tokyo. She is a media art curator and a scholar in media studies. Since the early 80s she has written, curated exhibitions and served as a jury member for international competitions in computer graphics and media art. Her research is on interaction<br />
between art, technology and society, as well as on early visual media such as magic lanterns and panorama in the 19th century Japan. Recently she has been working with the concept of Device Art.</div>
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		<title>Keynote Expanding Locality: The Art and Science of Interface and Interaction Design</title>
		<link>http://codedcultures.org/at/expanding-locality-the-art-and-science-of-interface-and-interaction-design/</link>
		<comments>http://codedcultures.org/at/expanding-locality-the-art-and-science-of-interface-and-interaction-design/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:44:54 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[Expanding Locality]]></category>
		<category><![CDATA[Keynote]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=987</guid>
		<description><![CDATA[<div class="artist keynote" id="Keynote_Expanding_Locality_The_Art_and_Science_of_Interface_and_Interaction_Design_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/christalaurent-kopie.jpg" alt="Christa Sommerer &#038; Laurent Mignonneau" title="Christa Sommerer &#038; Laurent Mignonneau" width="169" height="204" />
</div>

<div class="contentRight">
<strong><a id="Keynote_Expanding_Locality_The_Art_and_Science_of_Interface_and_Interaction_Design" href="/at/expanding-locality-the-art-and-science-of-interface-and-interaction-design">Keynote Expanding Locality: 
The Art and Science of Interface and Interaction Design</a></strong>
Lecturers: <a href="/at/christa-sommerer">Christa Sommerer</a> &#038; <a href="/at/laurent-mignonneau">Laurent Mignonneau</a> (AT)<br/>
Artists and designers in the area of interactive art have been conducting artistic research in human-machine interaction for a number of years now. Interaction and interface design have not only had their roots in human computer interaction engineering but have also seen parallel developments in performance art, media art and specifically in the interactive arts. With products of interactive technologies increasingly spreading into our private and professional lives, it is interesting to see where early notions of interactivity came from and how artists and designers over the past 40 or more years have already looked at the merits of interaction in their artistic and conceptual work.
From media art archeology to contemporary interactive art – the term interactivity is based on a vivid and ongoing discourse in the fields of interactive art, interaction design, game design, tangible interfaces, auditory interfaces, fashionable technologies, wearable devices, intelligent ambiences, sensor technologies, telecommunication, media facades and new experimental forms of human-machine, human-human and machine-machine interactions. In this lecture artistic and social notions of interactivity will be addressed and the general question on how art and science can merge in the area of interface culture will be discussed.</div>

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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/03/keynote_expanding.jpg" alt="Keynote Expanding Locality" title="Keynote Expanding Locality" width="540" class="detailPicture" />
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<div class="detailContent">
<strong><a href="/at/christa-sommerer">Christa Sommerer</a> &#038; <a href="/at/laurent-mignonneau">Laurent Mignonneau</a></strong></p>
<p>Human-computer interaction (= HCI) is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and includes the study of the major phenomena surrounding this theme. Human-computer interaction pertains to the joint performance of tasks by humans and machines; the structure of communication between humans and machines; human capabilities to use machines (including the learnability of interfaces); algorithms and programming of the interface itself; engineering concerns that arise in designing and building interfaces; the process of specification, design, and implementation of interfaces; and design trade-offs. Human-computer interaction thus has science, engineering and design aspects. Because human-computer interaction studies a human and a machine in communication, it draws on underpinning knowledge both from the side of the machine and of the human. On the machine side, techniques in computer graphics, operating systems, programming languages and development environments are relevant. On the human side, communication theory, graphic and industrial design, linguistics, social sciences, cognitive psychology and human performance are relevant. And, of course, human aspects such as emotions and feelings become relevant as well.</p>
<p><strong>2. Emotional and Metaphoric Interfaces</strong><br />
Artists and designers have always been skilled in applying metaphors when designing systems, objects or works of art. Metaphors can evoke certain sensations or emotions in the spectators, feelings that can often not be described with words alone. The power of metaphors is in the fact that they tap into cultural, historic and emotional knowledge that we humans have built up in the course of our lives. Touching for example an object that looks like a cat (even if it is in fabric or plastic) will evoke a nice, warm and cozy feeling, or emotions of personal attachment and care might be triggered. Through our daily interactions with objects or even beings that we touch, manipulate, look at, perceive or interact with, we have developed a rich intuitive knowledge of how these things work and what kind of emotions and sensations are being attached to them. Using this immanent, intuitive and emotional knowledge, in 1991 we became interested in exploring the power of emotional and metaphoric interfaces. The first emotional and metaphoric interface we designed in 1992 was a living plant. In this system real plants are the interfaces, and users touch these plants to create artificial plants on a computer screen. When users touch a real plant and see the effect of this touch translated into a graphical form on a screen, they are suddenly reminded of that immanent intuition they already had about plants. It is for this reason that we must increase our awareness of the ways that the interface carries these beliefs as hidden content.</p>
<p><strong>3. Natural and Intuitive Interfaces</strong><br />
Closely linked to designing emotional and metaphoric interfaces is the concept of natural and intuitive interfaces. By this we mean interfaces that feel very easy and natural in their use, without that the user has to go through a lengthy learning process when he or she wants to interact with this system. Natural interfaces are, for example, gesture-, speech-, touch-, vision- and smell-based interactions or basically actions and sensations that refer to our daily life experiences. Using, for example, living plants as an interface not only provides a new, emotionally charged and unusual connection between computers and living beings but it also poses the questions of what a plant is, how we perceive it and how we interact with it when we touch it or approach it. Natural interfaces also circumvent the annoyance of wearing unpleasant devices before entering virtual space (= unencumbered interaction). As the user moves about in the interaction space, he or she starts to learn how to use his or her body for triggering and playing sounds and music.</p>
<p><strong>4. Non-linear, Multilayered and Multimodal Interaction</strong><br />
We also believe that interaction in interactive systems should not be linear but instead feel like a journey. The more one engages in interaction, the more one should learn about it and the more one should be able to explore it. We call this non-linear interaction as it is not pre-scripted and predictable but instead develops as users interact with the system. The interaction path in our systems should also be multilayered, meaning that the interaction feedback should be simpler at the beginning and become increasingly complex when users further interact with the system, continuously discovering new levels of interaction experiences. And finally, a last cornerstone in designing our systems is the design of multimodal interaction experiences that combine several senses, such as vision, sound, touch and smell. Over the past years multimodal interaction has in fact become a mainstream research trend in HCI, and it defines multimodality as the combination of multiple input modalities to provide the user with a richer set of interactions compared to traditional unimodal interfaces. The combination of input modalities can be divided into six basic types: complementarity, redundancy, equivalence, specialization, concurrency, and transfer.</p>
<p><strong>5. Interface Cultures: Creating Innovative Interaction Experiences</strong><br />
In 2004 the University of Art and Industrial Design in Linz established a new master study program called &#8220;Interface Cultures&#8221;. The title of this program was coined by the university based on the book &#8220;Interface Culture&#8221; by Steven Johnson. He predicted that new types of interfaces will alter the style of our conversations, prose and thoughts in the future and he rightfully predicted that interface designs would be strongly linked to artistic innovation as they reach out into applications in our daily lives. By designing interactive systems that bridge social, entertaining and artistic elements thr prototypes and installations of artists and designers have often reached out in the wider field of media products and entertainment applications. Being situated at an art university, we foremost concentrated on the development of artistic prototypes and projects that bridge the gap between art, design, entertainment and product development. One of our main goals is to create an environment where artistic exploration can be combined with technical and scientific research.</p>
</div>
<div class="artistCV">
<strong><a href="/at/christa-sommerer">Christa Sommerer</a> &#038; <a href="/at/laurent-mignonneau">Laurent Mignonneau</a></strong><br />
Christa Sommerer and Laurent Mignonneau are internationally renowned media artists and researchers, they have jointly created around 20 interactive artworks. These artworks have been shown in around 200 exhibitions world-wide and are installed in media museums and media collections around the world, including the Van Gogh Museum in Amsterdam, the Museum of Science and Industries in Tokyo, the Media Museum of the ZKM in Karlsruhe, the Cartier Foundation in Paris, the Ars Electronica Center in Linz, the NTT-ICC Museum in Tokyo, the NTT Plan-Net in Nagoya, Japan, the Shiroishi Multimedia Art Center in Shiroishi, Japan, the HOUSE-OF-SHISEIDO in Tokyo and the ITAU CULTURAL Foundation in Sao Paulo.</div>
<div class="detailUrls">
<ul>
<li><a href="http://interface.ufg.ac.at/christa-laurent" target="_blank">interface.ufg.ac.at/christa-laurent</a> &#8211; Interactive artworks by Christa Sommerer and Laurent Mignonneau</li>
</ul>
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		<title>Walter Langelaar: nOtbOt</title>
		<link>http://codedcultures.org/at/n0tb0t/</link>
		<comments>http://codedcultures.org/at/n0tb0t/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:29:34 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[artist-in-residence]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=980</guid>
		<description><![CDATA[<div id="walter_langenlaar_div" class="artist exhibition air">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/langelaar_notbot1.gif" width="169" height="219" alt="nOtbOt - Walter Langenlaar" title="nOtbOt - Walter Langenlaar" /></div>
<div class="contentRight"><strong><a id="notbot" href="/at/n0tb0t">nOtbOt</a></strong>
Artist: <a href="/at/walter-langelaar">Walter Langelaar</a> (NL)<br/>
nOtbOt is an automated game-player which is controlled and deranged by reactions to its own virtual environment, caught in a vicious force-feedback loop... The installation consists of a hacked up human-computer interface in which the feedback system, originally intended to provide tangible interaction for a human player, is now used as input data to control a 'first-person' videogame. Web: <a href="http://notbot.lowstandart.net" target="_blank">notbot.lowstandart.net</a>
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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/03/langelaar_notbot3.jpg" alt="nOtbOt@iMAL" title="nOtbOt@iMAL" width="540" class="detailPicture" /><br />
Photo credit: nOtbOt@iMAL
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<div class="detailContent">
<strong>force-feedback looped post-interactive sculpture</strong></p>
<p>nOtbOt is an automated game-player which is controlled and deranged by reactions to its own virtual environment, caught in a vicious force-feedback loop&#8230;</p>
<p>The installation consists of a hacked up human-computer interface in which the feedback system, originally intended to provide tangible interaction for a human player, is now used as input data to control a &#8220;first-person&#8221; videogame. Human interaction with the game/controller becomes obsolete, resulting in a completely erratic form of [art]ifi cial intelligence. The observer of the installation, however, can literally try to &#8220;get a grip&#8221; on taking control of the system&#8230;</p>
<p><em>&#8220;Walter Langelaar&#8217;s n0tb0t antagonises conventions of games as slave to our control. n0tb0t decouples the user-agent from the input chain, leaving just a joystick thrashing about in response to every twist and turn of a bot rampaging through a stock QuakeIII level. My fi rst impression of n0tb0t was of a haunting: an AI that would take no more, fighting back at the input device in an urgent attempt to disenfranchise itself from a history of bondage. What is actually going on however is a little more complex, a feedback loop of sorts where the bot is driven by the input device and the input device by the bot.&#8221;</em> (Julian Oliver)
</div>
<div class="artistCV">
<strong><a href="/at/walter-langelaar">Walter Langelaar</a> (Netherlands)</strong><br />
Walter Langelaar is a dutch artist currently based in Rotterdam. His work stems from charcoal drawing and multichannel slideshow geekery, to manifold video-editing techniques and crude 3D animations combined with oblivious hardware hacks. Currently working in the field of post-interactive sculpture, he deploys dedicated machines into a variety of gallery, festival and party circuits.</div>
<div class="detailUrls">
<ul>
<li><a href="http://notbot.lowstandart.net" target="_blank">notbot.lowstandart.net</a> &#8211; device art, game art, videogame hack, ai, open source, open hardware</li>
</ul>
</div>
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		<title>Ryota Kuwakubo: Selected Works</title>
		<link>http://codedcultures.org/at/ryota-kuwakubo-selected-works/</link>
		<comments>http://codedcultures.org/at/ryota-kuwakubo-selected-works/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:26:09 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[designing complexity]]></category>
		<category><![CDATA[presentation]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=977</guid>
		<description><![CDATA[<div class="artist exhibition" id="selected_works_div">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kuwakubo_exhibiton.gif" width="169" height="154" alt="Ryota Kuwakubo" title="Ryota Kuwakubo" /></div>
<div class="contentRight"><strong><a id="selected_works" href="/at/ryota-kuwakubo-selected-works">Selected Works</a></strong>
Artist: <a href="/at/ryota-kuwakubo">Ryota Kuwakubo</a> (JP)<br/>
Creating each work as a complete device rather than an interactive installation, he intends not only to offer pure experience but also to relate it to visitors' cultural context. It means that the works can take some aspect even if none of its function running. This time, he shows several selected works included the beginning work Bitman and the most resent work Nicodama, displaying all the works static to make visitors evoke imagination. 
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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/03/plx_moca.jpg" width="540" class="detailPicture" title="Ryota Kuwakubo: Selected Works" alt="plx moca Ryota Kuwakubo: Selected Works" /><br />
Photo credit: Bitman: © Yoshimoto Kogyo Co.,Ltd. / Maywa Denki / Ryota Kuwakubo<br />
VideoBulb: © Yoshimoto Kogyo Co.,Ltd. / Maywa Denki / Ryota Kuwakubo<br />
R/V: co-production : YCAM (Yamaguchi Center for Arts and Media)
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<strong><a href="/at/ryota-kuwakubo">Ryota Kuwakubo</a>: Selected Works (1998 &#8211; 2009)<br />
(Bitman, Vomoder, VideoBulb, PLX, R/V, Nicodama)</strong></p>
<p>Creating each work as a complete device rather than an interactive installation, Ryota Kuwakubo not only intends to offer pure experience, but also to relate it to the visitor’s cultural context. It means that the works can take some aspect even if none of its functions are running. This time, he shows several selected works including the early work &#8220;Bitman&#8221; and the most recent work &#8220;Nicodama&#8221;, displaying all the works in a static representation to evoke the visitor’s imagination.</p>
<p>BITMAN 1998/2001: Wearable LED display (in collaboration with Maywa Denki.)<br />
VOMODER 2000/2002: Voice reactive animation device.<br />
VIDEOBULB 2000/2004: Tiny capsule generating a video signal. Plug into your TV set.<br />
PLX 2001: Game machine for two persons. Each player duels in a different context.<br />
R/V 2005: Radio controlled vehicle equipped with a video camera and monitor.<br />
NICODAMA 2009: A pair of mechanical eyeballs. Put in on something to empathize it.
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<div class="artistCV">
<strong><a href="/at/ryota-kuwakubo">Ryota Kuwakubo</a> (Japan)</strong><br />
Ryota Kuwakubo is a media artist based in Tokyo. Since 1998, after studying contemporary art and media art, he produced art works mainly by means of electronics, focusing on topics that appearing on borders such as analog / digital, human beings / machines or senders / recipients. He was honorably mentioned in the interactive art category at Ars Electronica 2002 &#038; 2003, as well as the grand prize of the art division at the Japan Media Arts Festival 2003.</div>
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		<title>Martin Pichlmair: Bagatelle Concrete</title>
		<link>http://codedcultures.org/at/bagatelle-concrete/</link>
		<comments>http://codedcultures.org/at/bagatelle-concrete/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:22:52 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[machine]]></category>
		<category><![CDATA[pinball]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=974</guid>
		<description><![CDATA[<div id="bagatelle_concrete_div" class="artist scientist exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/pi_bc_artpiece.gif" width="169" height="127" alt="Bagatelle Concrete - Martin Pichlmair" title="Bagatelle Concrete - Martin Pichlmair"/></div>
<div class="contentRight"><strong><a id="bagatelle_concrete" href="/at/bagatelle-concrete">Bagatelle Concrete</a></strong>
Artist: <a href="/at/martin-pichlmair">Martin Pichlmair</a> (AT)<br/>
Bagatelle Concrete is a pinball machine turned musical instrument. It is played for making music rather than achieving a high score. Consequently, the score board was replaced with customized speakers. The more successfully the player interacts with the machine, the more intense the accompanying soundtrack gets. The piece maintains the roughness of the electromechanical original game, mixing physical sounds happening on the playing field with manipulations of their recordings. All you hear origins in your style of play. Web: <a href="http://bagatelleconcrete.attacksyour.net" target="_blank">bagatelleconcrete.attacksyour.net</a>
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			<content:encoded><![CDATA[<div id="bagatelle_concrete_div" class="artist scientist exhibition">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/pi_bc_artpiece.gif" width="169" height="127" alt="Bagatelle Concrete - Martin Pichlmair" title="Bagatelle Concrete - Martin Pichlmair" /></div>
<div class="contentRight"><strong><a id="bagatelle_concrete" href="/at/bagatelle-concrete">Bagatelle Concrete</a></strong><br />
Artist: <a href="/at/martin-pichlmair">Martin Pichlmair</a> (AT)<br/><br />
Bagatelle Concrete is a pinball machine turned musical instrument. It is played for making music rather than achieving a high score. Consequently, the score board was replaced with customized speakers. The more successfully the player interacts with the machine, the more intense the accompanying soundtrack gets. The piece maintains the roughness of the electromechanical original game, mixing physical sounds happening on the playing field with manipulations of their recordings. All you hear origins in your style of play.<br/> Web: <a href="http://bagatelleconcrete.attacksyour.net" target="_blank">bagatelleconcrete.attacksyour.net</a><br />
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Marcel Duchamp is famour for being the first artist to assign artistic value to mass-produced goods like urinals and water glasses, and for being a fore-runner of what would be later referred to as &#8220;interactive art&#8221; (Huhtamo 2004). The artistic act was assembling and re-framing artefacts. In his shadow, many art practices – particularly in the 1960s and 1970s – valued the process, documentation, and interactive practices over the work of art as object.</p>
<p><strong>Who creates culture?</strong><br />
There is much aesthetic production happening beyond the narrow boundaries of art. While many artists remain at the forefront of media-based production, pop culture is today’s defining cultural practice. The penetration of everyday life by the internet and networked technologies has greatly changed how, and by whom, culture is created. In other words, in a networked world everyone demands his 15 minutes of fame (Jenkins 2002). While the changed media landscape promotes amateur culture it is far from sustaining it. Most hypes are still generated by highly trained experts. Still, the gap between production and consumption that was drawn deeper by inventions like the book or the art market is bridged by cellphone video clips, Linux and Arduino Microcontrollers.</p>
<p><strong>Gadgets, gizmos and artefacts</strong><br />
Our world is full of gadgets, gizmos, and devices (Sterling, 2005), more and more of them networked. They sustain a social function additionally to their practical. In her introduction to Device Art (2006), Machiko Kusahara specifically highlights the experimental nature of devices. Needless to say, a lot of the art pieces of Toshio Iwai, Maywa Denki, and the other device artists are informed by popular culture. A device is placed into the hands of a user rather than a spectator. In the best tradition of interactive art, the empowered spectator is playing a significant role in the work of art. The artwork incorporates the spectator: </p>
<p><em>&#8220;Artists understood this very well, perfecting a series of devices that address spectators. if not as partners, then at least as intervening individuals in a process that would be meaningless without their intervention.&#8221;</em> (Poissant 2007, p. 245)</p>
<p>An artefact is a culturally informed document that takes the form of an object. From a certain angle, all objects are artefacts. Artefacts store information over time. They cannot be viewed in isolation but must be read in context of each other. Artefact modding – the art of conserving the cultural vectors of past technology by assigning it a new value – is an established artistic form nowadays. My own piece &#8220;bagatelle concrète&#8221; is but one example of many. It is a discourse on a once popular object. It is not art, but culture, isn’t it?</p>
<p>HUHTAMO, E. (2004): Trouble at the Interface, or the Identity Crisis of Interactive Art. Framework, The Finnish Art Review, 2/2004.<br />
JENKINS, H. (2002): Interactive Audiences? The ‘collective intelligence’ of media fans. Available at: http://web.mit.educms/People/henry3/collective%20intelligence.html<br />
KUSAHARA, M. (2006): Device Art: A New Form of Media Art from a Japanese Perspective. intelligent agent, 6/2. Available at: http://www.intelligentagent.com/archive/Vol6_No2_pacific_rim_kusahara.htm<br />
POISSANT, L. (2007): The Passage from Material to Interface. In: GRAU, O. (Ed.): MediaArtHistories. Cambridge, Massachusetts, The MIT Press.<br />
STERLING, B. (2005): Shaping Things. Cambridge, Massachusetts, The MIT Press.
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<div class="artistCV">
<strong><a href="/at/martin-pichlmair">Martin Pichlmair</a> (Austria)</strong><br />
Martin Pichlmair is a media artist and researcher living and working in Vienna, Austria. Since he received his doctoral degree in informatics he works as assistant professor at the Institute of Design and Assessment of Technology at the Vienna University of Technology. His art pieces were shown at various international media art festivals and exhibitions. He is co-editor of the academic journal Eludamos &#8211; Journal for Computer Game Culture. Martin Pichlmair regularly reviews for and organises academic conferences and symposia. His research focus is on games, art, music, physical interfaces and the social role of software.
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<div class="detailUrls">
<ul>
<li><a href="http://attacksyour.net/pi" target="_blank">attacksyour.net/pi</a> &#8211; Homepage of Martin Pichlmair</li>
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		<title>Ludic Society: ToyGenoSonic</title>
		<link>http://codedcultures.org/at/ludic-society-toygenosonic/</link>
		<comments>http://codedcultures.org/at/ludic-society-toygenosonic/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 11:18:20 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[ludic]]></category>
		<category><![CDATA[ludic society]]></category>
		<category><![CDATA[presentation]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=970</guid>
		<description><![CDATA[<div id="toygenosonic_div" class="artist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lucid_coded_exhibition.gif" width="169" height="112" alt="" /></div>
<div class="contentRight"><strong><a id="toygenosonic_exhibition" href="/at/toygenosonic">ToyGenoSonic</a></strong>
Artist: Ludic Society (<a href="/at/margarete-jahrmann">Margarete Jahrmann</a>, <a href="/at/gordan-savicic">Gordan Savicic</a>, <a href="/at/philipp-lammer">Phillip Lammer</a> (AT)<br/>

ToyGenoSonic brings playfulness, irony and subversion into a city landscape, transforming it into a platform of ludic experiments. It implants playfulness into rigid Internet of things. Each found RFID tag has a unique RFID number, which generate sounds on the Nintendo DS game console, linking the number to the unique ID of a genome and going into sound synthesis by numeric processes.
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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/03/ludicsociety.gif" alt="Photo by Michel Dinesen (Kunstmuseum Aros, Denmark)" title="Photo by Michel Dinesen (Kunstmuseum Aros, Denmark)" width="540" class="detailPicture" /><br />
Photo credit: Photo by Michel Dinesen (Kunstmuseum Aros, Denmark)
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<div class="detailContent">
<strong>Plays on a metamorphosis of contemporary electronic toys into arts by transforming unique codes attributed to objects and subjects via ubiquitous numerological processes.</strong></p>
<p>ToyGenoSonic MAKES THE PLAYERS DISCOVER the invisible heart of commodities in urban space. ToyGenoSonic’s notation consists of the mathematical representation of player movements, objects and locations of RFID (Radio Frequency Identification) numbers. The interaction-concept plays with the fact, that RFID tags are found in key cards, city transport tickets, ID-cards. Each found RFID tag has a unique number, which generates sound on the Nintendo DS game console by numeric processes that drive the sound synthesis. With an extended game-console, after inserting the artisan Ludic Society’s pataboard tag-reader into the toy’s slot, the player can generate a RFID number specifi c sound, by holding it over a tag. As expanded game console the sharply inclined front-shield becomes an art collector’s item!
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<p><img src="/at/wp-content/uploads/2009/03/ludic01.gif" width="540" class="detailPicture" title="Ludic Society: ToyGenoSonic" alt="ludic01 Ludic Society: ToyGenoSonic" /></p>
<div class="detailContent">
<strong>Alternate Theory Objectives &#8211; Game Fashion and Urban Play!</strong><br />
<em>“(Ludics) tantalisingly offers a new approach to under-standing play through the process of play itself. Here we find play used as a conceptual catalyst for theoretical thought. In drawing on the ‘pataphysical, it presents a parody of scientific and philosophical concept-ions, or a science of emerging solutions, that functions as playfulness itself.”</em> (Emma Westecott/ Andreas Jahn-Sudmann, In: Eludamos, issue1, 2007)<br />
Ludic Society constitutes as arts research affiliation, a social game system to develop a new discipline on play and cultures. Its emphasis lies on Futility as resistance by the investigation of actual philosophical toys as objects of desire. The association is active since 2006, it actually gathers together 54 socialites. This proposal addresses the introduction of the Ludic Society affiliation as game system in the field of games and play research. An experimental approach of Ludics as “Alternate Theory” conception, rooted in game arts practice and game design education, as worked out in the Game Design programme of the University of Arts and Design Zurich.<br />
Part two would present innovative forms of both, art, design and theoretical research as Ludics, a playful gaya scienza (Nietzsche), illustrated by the LS’ alternate reality VISUAL CODE fashion and QUICKREAD PERFORMANCES 2009, <a href="http://www.ludic-society.net/sema" target="_blank">ludic-society.net/sema</a>.<br />
Devices as symbolic vehicles, contemporary PHILOSOPHICAL TOYS, are presented in museum and gallery exhibitions and as game projects from 2007 to 2008, which accompanied the recent five issues of the ludic Society Magazines in print and online. Implementations in alternte reality games: Objects of Desire. 2008. RFID Judgement day for First Life Game figures&#8221;. Borgesian Psychogeographic Collective Mapping game, <a href="http://www.ludic-society.net/tagged/" target="_blank">ludic-society.net/tagged</a>.<br />
&#8220;Ludic Society Blitz Play&#8221;, <a href="http://www.ludic-society.net/blitz/" target="_blank">ludic-society.net/blitz</a> (NDS, audio software for RFID tag street concert). Game Fashion: <a href="http://www.ludic.priv.at" target="_blank">ludic.priv.at</a>. Workshop with Naba Fashion Institute Milano: <a href="http://www.gamefashion.org/" target="_blank">gamefashion.org</a><br />
OBJECTS/toys: Electronic Wunderbäumchens, <a href="http://www.ludic-society.net/tagged/objects.php" target="_blank">ludic-society.net/tagged/objects.php</a><br />
Home Brew NDS software, NFC software, RFID-readers, EM zappers, absurd self etched electronic circuit<br />
boards. The conducting paths become a design element of Ludic Interfaces, New Bachelor<br />
Machines;PhiloToys: <a href="http://ludic.priv.at/ludicwheel/index.php?target=photo" target="_blank">ludic.priv.at/ludicwheel/index.php?target=photo</a><br />
GoApe Chindogus <a href="http://www.ludic-society.net/play/objects.php" target="_blank">ludic-society.net/play/objects.php</a></p>
<p><strong>The Ludic Society</strong> constitutes as international association (54 members, founded 2006) to provoke Ludics as emerging investigation discipline, which ironically follows inverse trajectories of toy and mobile technologies culture to cause an effect of awareness in the critical constitution of a society, in which the shifting increase on games and gadgets, smart objects, technical objectiveness of the subjects (RFID implants, blobjects, „blog-jects“ etc.) can be indicated as phenomenon of a crisis of reality constitution abilities of the individual in the society in general. Real Play is investigated as phenomenon, which transfers the rules of play into real life, as statement and as reaction to indicate western societies as game systems of power, as evident in the world economic fall of capitalism in 2008. Ludic Society as arts project features combinatory, metamorphosis devices. aesthetic experiments on the electronic layout of toys towards plays on identity of the artists and players.</p>
<p>In contemporary “Ludic” realities the presenting artist performs in her arts practice as 1st Life Game Figure. The lecture will include a video of the art-game “Judgement day for 1st Life Game Figures”, Plymouth, UK 2007, including a chip implant session of a subcutaneous Radio Frequency Identification Tag, RFID, declared as “toy” by the performers/players. The introduction of tracking and tracing technologies, gadgets like GPS or WIFI scans as contemporary “toys”, or even more its detection as integrated part of Standard Model toy gadgetry, in Game-boys or NDS consoles, is demonstrated by works, which integrate this<br />
technologies in urban games from 2007-2008.</p>
<p>As general description of the argument, this thinking-layout will cover crucial elements of play culture investigation and will suggest possible solutions in a detected lack of discourse and joyful practice in the design, art and reception of games, play and toys. <a href="http://www.ludic-society.net/desire" target="_blank">ludic-society.net/desire</a></p>
<p>The final point indicates a new genre, to introduce 1st Life Game-figures”, which was labelled by the artist as “game fashion” (2006). Absurde ‘pataphsyical and neo-situationist plays in the “reality engine”, (expect a presentation of the WIFI mapping game Objects of Desire, Gijon, 2008), will sumup conclusions for players in everyday life, in relation to omnipresent subject-object alterations.</p>
<p>Warables without wires, “gamefashion sans fils”, will be introduced. Such toy-dresses transform players into toys themselves. Their movement patterns can be identified by everyday mobile gadgetry, uploaded to a collective gathering place, in Web2.0. Accordingly such <strong>Game 3.0 VISUALLY CODED GAMEFASHION</strong>, integrate the construction of an Avatar by 1st Life data-traces and misuse geographical mapping systems, like “Google” maps, as Game-maps and metaphors.</p>
<p><strong>PLAY_OBJECTS</strong><br />
What role does the individuality and subject plays in relation to the artefacts, either in materialised <strong>Internet of Things</strong> (Kranenburg, 2008) or in synthetic worlds games: On one hand Japan’s costume players generate their own communities and incorporate a reality shaped by the new more-way mass media games. On the other hand the Internet of Things declares each commodity and each object as an elaborated entity with its own history and traceable time and way of nascence. The presentation tries to show how these individual worlds of things affect and subsequently change the role of the subject object dualism.</p>
<p>As first step objects and subject relations in toy worlds will be clarified. The so called Internet of Things must not only be considered as playground for commodity logistics, but as constitutive element of „Subjectivation by Dingpolitik“. In this theoretical construct the Thing indicates a gathering place for the community. Similarly virtual play-grounds are a Thing, a community play fetish inside the game of life, filled with <strong>objects of desire</strong>.</p>
<p>Such contemporary evidence of the link of the construction of subjectivity to toys draws attention towards toys as political “Things”. The cultural scientist Bruno Latour (2005) describes the THING in its etymological meaning and in its political tradition, as gathering place, comparable to a magic circle of play. This social gathering is triggered by objects, by things, which differentiate its opposing realities of self perception in social platforms, whereas the technological <strong>toys intrude the subjects skin</strong>.</p>
<p>A new paradigm shift is expressed in an unexpected turn towards the „real“, expressed and incorporated in a new consciousness, focusing on materialism. Spheres of electronic networks are made conscious by the means of objects and things, called Spimes, Blogjects, Smartifacts (Sterling, 2006). In the following toy objects shall be addressed as semi-material objects, which serve as vehicle to present the shift of selfconsciousness. In actual games and Online Worlds toys are properties of shape shifters, play-forms of multifacetted self, as expressed in Avatar environments. Metaverse conceptions offer another level of playerconsciousness, formed by the use of synthetic objects. The semi-material toy of actual techno-gadgetry, as a Nintendo DS game console, Iphone, or a Nokia N95 communicator with 3G sensors of WII consoles inherently hold this semi-materialism between a synthetic object and a material toy.</p>
<p><strong>Introducing Ludics / The Ludic Society / Ludic Society Magazines</strong><br />
Ludic methodology must be rooted in theory and applies principles of play as modus operandi. Its emphasis lies on the futility of actual western culture gadgetry rush. Beyond the focus on ostensible toy object accelerando as objective, lays the self reflexive observation of the meta-game of establishing a metascientific society, which constitutes in a collaborative structural play and communicates in its specific Lingo terminology and means and vehicles of publication.<br />
Ludics as emerging investigation discipline ironically follows inverse trajectories of toy and mobile technologies culture to cause an effect of awareness in the critical constitution of a society, in which the shifting increase on games and gadgets, smart objects, technical objectiveness of the subjects (RFID implants, blogjects etc.) can be indicated as phenomenon of a crisis of reality constitution abilities of the individual in the society in general. Real Play is investigated as phenomenon, which transfers the rules of play into real life, as statement and reaction indicating western societies as game systems of power. The poetic method of Ludic texts applies aphorisms as introduced by Nietzsche.</p>
<p><strong>An Action Research Model by Toy Object/IF/ES</strong><br />
Ludic socialites create a special T.A.Z., a Temporary Autonomous Zone (Hakim Bey), which under Ludic banners is further developed as extended game zone, as a T.E.Z., a Temporary Entertainment Zone, in urban and social realities. Its tools and toys are magazines in print, sites online and public interventions in between different spheres of action (play-game-culture-online-First Life). These principles and exemplary games are elaborated since the affiliations foundation in November 2005. The society&#8217;s membership still continues to grow. On that point we must express severe gratitude to all contributing personalities and condividualities for their willingness to play the game, to enter into the constraints of Ludics for the merits of a scientific play. As introduced, Ludics implies experiments in playful ways of discourse and reflection on the world of designated toy objects as gaming reality – and by releasing such toys for field studies! The rising use of the term Ludic is considered as a proof of evidence by the Ludic Society researchers. alised material universe of smart objects yearns for a radical antipode: Tous les enfants parlent à leurs joujoux!</p>
<p>Ludics applies the logics of arts but is poaching in the fields of a &#8216;patascience, materialising “solutions potentielles”, on game and play cultures. It gathers a variety of contributors with expertise in arts, theory, curatorial practice and gaming.<br />
Each theory issue is accompanied by a practical project, an urban game or public intervention, including Geographical Mapping Systems, War Chalking Games supported by NDS standard model game consoles, electromagnetic toys. Printed circuit Boards were given ISBN numbers and used as new publication format, to bring different systems of discursive power to glitch. As “Dispositive” LS members develop new bachelor machines, objects and Game Fashion.</p>
<p><strong>Toy Objectives / Theoretical Toys</strong><br />
In 2007 the first Ludic manifesto was published in Eludamos, a new renowned European game studies magazine. Posters and papers were held at game studies circles like DIGRA, Digital Games Research Association, Tokyo University and 2008 at the Collége du ‘pataphysique daughter Snowball Association in Sierre/Valais. Does this mean that Ludics unfolds as emerging academic discipline? Logically enough this can be refused. Its strategic discourses, bizarre SM couplings of topics, poetic syntax and content are unique and schismatically distinct from established game arts theories. Such methodology provokes unexpected jumps in the science program of the anatomy of games culture. Method and matter produce plain weird but scientifically convincing results to the selfish personal ple/ay/sure of Ludic socialites — a subject/object branch to Fishkill to honour Père UBU!</p>
<p><strong>History</strong><br />
The affiliations periodical in print, the Ludic Society Magazine, appears with international articles on jouissance, joy and jeux. The magazine was presented at 2005 Neue Galerie Graz, 2006 salon transmediale Berlin and Centre Conde Duque Madrid, 2007 Art Centre Plymouth, Tweakfest Zurich, and DEAF Rotterdam Evening Of the Ludic Society, 2008 at Homo Ludens Ludens Gijon and transmediale 08 in a Ludic Society Control Room. Ludic methodology verbalises as poetic statement in neo-pataphysical text, games and toys.<br />
Issue # 1, 2005. Ludics. New Bachelor Machines. Graz/Madrid.<br />
Issue # 2, 2006. Real Players. Ludic Interfaces. Vienna/Zurich.<br />
Issue # 3, 2007. Tagging the City. Plymouth/ Zurich<br />
Issue # 4, 2007. Metaverse and World3. Zurich/ Vienna<br />
Issue # 5, 2008. Objects of Desire. Bari/ Vienna</p>
<p>As addendum it should be mentioned that the project did start in 2005 with the presentation of an installation called “Ludic Society Traces”, exhibited at Neue Galerie Graz and Centre Conde Duque Madrid. Comparable to an ethnographical museum, in baroque vitrines artisan etched toys, made of printed circuit boards were shown together with a LS magazine. The toys were electronically, networked among each other into one kind of materialised Rube Goldberg Machine; in fact they ere technologically working but emantically useless interfaces to game technologies. We called them GoApe Chindogus. The frontispiece of issue one of the Ludic Society magazine (2005) listed the Ten Tenets of Chindogu (Kawakami). The ironic description focused on futile but beloved objects, without any established value in society. Its proximity to the gift in the tradition of Potlatch became seminal for the claim of Ludics. Finally, in 2007 Second Life Lollies were printed as currency of the Ludic Society. At DEAF Rotterdam visitors did get real Surinam food at the Las Palmas warehouse for this colonial Orbis Tertius (Borges) Third World currency, the LS Lolly.</p>
<p><strong>The Ludic Society as Affiliation</strong><br />
was launched in conjunction with artists, theoreticians interested in the practice of play as strategy in everyday life, especially in relation to a growing culture of ubiquitous computing toys and a phenomenology, subsumed under “Real Play”. The emphasis lies on the investigation of a playful methodology to raise awareness about the rules of play simmering into our nowadays Ludic Societies. Indicator for that are mobile gadgetry as phones and game consoles and its abilities to scan personal access data, trace users towards the establishment of a complete World3, a Orbis Tertius as living reality, which is by no means as free and open as Constant (1968) described a new ludic society. The invisible cities architecture, theoretical and discourse focus is paralleled with a line of experimental alternate reality, urban games and ubiquitous computing games. Out of that content focus a network did grow since the affiliations foundation with 6 members to actual over 50 international renowned members from the field of game -arts, -studies, philosophies and theory. The connection and discourse among members is established by the publication of the club periodical, the Ludic Society Magazine in print, paralleled with a on line version, featuring dynamic topics. The main strategy was to link a practical collaborative game art work to each issue edited. According to this thematic trajectory, new associates and members join in with each issue. By this way also a respectable network of instiutional affiliations was achieved.</p>
<p><strong>People and Socialites</strong><br />
The Ludic Society still grows, active recruitment takes place with each new issue to be released. Membership is a matter of affinity and friendship, a purely subjective decision among peers; its only objective precondition is an engagement of the aspirant to some submission to the Ludic community or to Ludics as emerging discipline, at least in the form of a statement for one of the publications. Even with the activist implantation of RFID chips members were recruited, as subversive subcoutanous Real Play statement. Editors of the first 5 magazines were Jahrmann/ Moswitzer, which must/will not necessarily remain like this.<br />
Random selection of some actual active affiliates, random order: Ilias Marmaras, Jonah Brucker-Cohen, Doris Carmen Rusch, Stewart Home, Martin Howse, Natasha Vita-More, Alessandro Ludovico, David McConville, Martha Blassnig, Konrad Becker, Edward Castronova, Roy Ascott, Cynthia Haynes, Marina Grzinic, Beat Suter, Wolfgang Fiel, P. M. Ong, Mr. Ministeck, Ernst Strouhal, DJ GLow, Mathias Fuchs, Maia Engeli, Max_Oh, F.E. Rakuschan, Gordan Savicic, Mike Phillips, Tatiana Bazzichelli, Nikos Bubaris, Eleni Myrivili, Duncan Shingleton, Günther Hack, Julian Oliver, Geoff Cox, Kristian Lukits, Joasia Krysa, Olli Leino, McKenzie Wark, Aileen Derieg, Dr. Joachim Maier, Daphne Dragona, Siegfried Zielinsky.</p>
<p><strong>Society Chapters</strong><br />
The Society is Hell’s Angels like organised in “chapters”, in Vienna, Zurich, Spain or Plymouth. As the bikers club tuned their machines the Ludits tune absurde hard-ware devices, like SM standard model game consoles, GPS, or NFCmobile phones, to over-clock game concepts as reality concepts. Ouvroir as French term for garage used by the &#8216;pataphysical society, inspired another motto of Ludics, to develop Ouvroirs Ludic Potentielles, OU/LU/PO! In Ludics one declares certain constraints, in short games, as production principles of poetic work. Then Ouvroir is epistemologically rooted in ouvrir (=open), which lead to Real Play experiments in open living forms, artes liberales, establishing sexual relations and bands. As Temporary Entertainment Zones, these appearances disappear in the moment they are established: In honour to Hakim Bey the LS releases TAPZ, temporary autonomous play zones!</p>
<p><em>“Most recently, the Ludic Society has been developing absurd interfaces for gaming and performance. Their current work involves aesthetically redesigning circuit boards so they become fashion objects and can also be performed as musical instruments. This challenges the normally unquestioned functionality, utilitarianism, and inscrutability of not only circuit boards, but also the objects they enable and therefore represent. As something that typical mortals cannot understand, technology has acquired an almost spiritual mystique and therefore a position of power in contemporary culture. By twisting (figuratively and literally) the circuit board into something quite different and unexpected, the Ludic Society turns assumptions about technology’s cultural role on their head.“</em><br />
Amy Alexander, San Diego</p>
<p><strong>Objective xxxxx: Wave-Objects</strong><br />
Inspired by game consoles and handhelds, the Ludic Society developed a series of new bachelor machines and neo-’pataphysist objects. Their launch was heralded by a series of PCB Chindogus, Printed Circuit Board objects, 2005 to 2006. These garage-works were accomplished by Wunderbäumchen aether refreshers in spring 2007, followed by a subcutaneous RFID bijoux implant in a gallery space in England, as activist statement. Several City walks and war drives, guided by cabal satellite maps followed as performances on Dérive and Détournement. The technological lie was achieved by the application of Kaballa rules on read RFID numbers as Alternate Reality constituting elements of a game. In winter 2007 in a urban game by the LS at Piksel Norway, firmware flashed game consoles for city walks were connected to customized RFID reader toys. Public interventions paralleled game fashion, to culminate in futile toy objects.<br />
A hitherto immaterial culture has changed into a ubiquitous one, made of smartifacts, blogjects, spimes. This re-materialised material universe of smart objects yearns for a radical antipode: Tous les enfants parlent à leurs joujoux!</p>
<p><strong>Alternate Reality Engine</strong><br />
The Ludic Society commutes theory and transformative play as strategy in everyday life, especially in relation to a growing culture of ubiquitous computing toys and Real Plays. Parallel with the emphasis on the investigation of a playful methodology to raise awareness about the rules of play simmering into our nowadays Ludic Societies, to mobile gadgetry as phones and game consoles and its abilities to scan personal access data and trace users towards the establishment of a complete World3, a Orbis Tertius as living reality, which is by no means as free and open as Constant (1968) was describing a new ludic society. The invisible cities architecture, theoretical and discourse focus was paralleled with a line of experimental alternate reality, urban games and ubiquitous computing projects.
</div>
<div class="artistCV">
<strong><a href="/at/margarete-jahrmann">Margarete Jahrmann</a> (Austria)</strong><br />
Margarete Jahrmann, artist, lives in Zurich. Jahrmann lectures at Angewandte Vienna and is professor for Game Design in Zurich. In 2005 she founded the Ludic Society, and since then published in print and online, exhibited device arts and urban games and launched game fashion. She is editor of the Ludic Society magazine, of which issues 5 was published in 2008. Over a decade she worked on game modifications and interactive arts with Max Moswitzer for which they received a Prix Ars Electronica award of distinction, interactive arts 2003 and a Transmediale Software Arts award 2004. Frequent papers: Play Fetish. Ed. Jörg<br />
Huber. Über Spiel-Kontingenz.Zürich 2008; DIGRA Proceedings, University of Tokyo 2007; Ich Spiele Leben. In: Kunstforum International, Nr. 178. 2006. Frequent exhibits: Art and Politics of Games, Kunsthalle Wien 2008; Objects of Desire, Laboral Gijon 2008; Evening of the Ludic Society DEAF 2007; Ludic Blitz Play, Piksel Festival Bergen 2007; Nudity and the Game-Console, Mediaforum Moscow 2007.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.ludic-society.net" target="_blank">ludic-society.net</a> &#8211; Homepage Ludic Society</li>
<li><a href="http://www.konsum.net/" target="_blank">konsum.net</a> &#8211; ArtServer &#8211; Slackerserver</li>
</ul>
</div>
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			<wfw:commentRss>http://codedcultures.org/at/ludic-society-toygenosonic/feed/</wfw:commentRss>
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		</item>
		<item>
		<title>Ludic Society</title>
		<link>http://codedcultures.org/at/ludic-society/</link>
		<comments>http://codedcultures.org/at/ludic-society/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 16:23:31 +0000</pubDate>
		<dc:creator>anna</dc:creator>
				<category><![CDATA[Submission]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=743</guid>
		<description><![CDATA[<div id="ludic_society_div" class="artist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/bild3.gif" alt="Ludic Society" title="Ludic Society" width="169" height="111" /></div>
<div class="contentRight"><strong><a href="/at/ludic-society">Ludic Society</a></strong><br/>
Hereby, <a href="/at/margarete-jahrmann">Margarete Jahrmann</a>, <a href="/at/gordan-savivic">Gordan Savicic</a> and <a href="/at/philipp-lammer">Phillip Lammer</a>, members of the Ludic Society, present ToyGenoSonic (2008-2009), an urban play not concentrated in one single location, but dispersed in the urban space and open to the participation of the citizens. In the weekend of the exhibition opening, the city of Vienna/Tokyo becomes a game board in which the players can navigate and develop the game by themselves. Beside the urban intervention, the Ludic Society proposes a playable installation in the exhibition space, which features a simulation interface of the urban play. 
<br/>
device art, toy bending, urban sound, geo-spatial art, locative circuit bending</div>
 
</div>]]></description>
			<content:encoded><![CDATA[<div id="ludic_society_div" class="artist group exhibition presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/bild3.gif" alt="Ludic Society" title="Ludic Society" width="169" height="111" /></div>
<div class="contentRight"><strong><a href="/at/ludic-society">Ludic Society</a></strong><br/><br />
Hereby, <a href="/at/margarete-jahrmann">Margarete Jahrmann</a>, <a href="/at/gordan-savivic">Gordan Savicic</a> and <a href="/at/philipp-lammer">Phillip Lammer</a>, members of the Ludic Society, present ToyGenoSonic (2008-2009), an urban play not concentrated in one single location, but dispersed in the urban space and open to the participation of the citizens. In the weekend of the exhibition opening, the city of Vienna/Tokyo becomes a game board in which the players can navigate and develop the game by themselves. Beside the urban intervention, the Ludic Society proposes a playable installation in the exhibition space, which features a simulation interface of the urban play.<br />
<br/><br />
device art, toy bending, urban sound, geo-spatial art, locative circuit bending</div>
</div>
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		<item>
		<title>Yukiko Shikata</title>
		<link>http://codedcultures.org/at/yukiko-shikata/</link>
		<comments>http://codedcultures.org/at/yukiko-shikata/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:56:22 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=738</guid>
		<description><![CDATA[<div id="yukiko_shikata_div" class="artist lecture">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/yukiko_shikata-copy.jpg" alt="Yukiko Shikata" title="Yukiko Shikata" width="169" height="200" /></div>
<div class="contentRight"><strong><a id="yukiko_shikata" href="/at/yukiko-shikata">Yukiko Shikata</a> (Curator / Japan)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/>
Title: <a href="/at/from-camera-obscura-to-projectors">From "Camera Obscura" to "Projectors"</a><br/>
Yukiko Shikata is a media art curator &#038; critic based in Tokyo, works as a senior curator of NTT ICC, specially-assigned professor at Tokyo Zokei University, guest professor at Tama Art University. She has been curating many challenging projects at Canon ARTLAB (1990-2001), Mori Art Museum (2002-04) and independently "Power of Codes" by Mischa Kuball (Tokyo National Museum, 1999), "Amodal Suspension" by Rafael Lozano-Hemmer (YCAM, 2003), “MobLab” (2005), etc. Selected exhibitions at ICC are "open nature" (2005), "Connecting Worlds" (2006), and "Light InSight" (2008). She is one of Int’l Advisory Boards of transmediale, ISEA2010.ruhr and curators of Shanghai eARTS 2009, juries of N. J. Paik Award and has worked as jury in many competitions inclu. Prix Ars Electronica, UNESCO Digi-Art Prize.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="yukiko_shikata_div" class="artist lecture">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/yukiko_shikata-copy.jpg" alt="Yukiko Shikata" title="Yukiko Shikata" width="169" height="200" /></div>
<div class="contentRight"><strong><a id="yukiko_shikata" href="/at/yukiko-shikata">Yukiko Shikata</a> (Curator / Japan)</strong><br />
Participation: Symposium / Lecture<br/><br />
Title: <a href="/at/from-camera-obscura-to-projectors">From &#8220;Camera Obscura&#8221; to &#8220;Projectors&#8221;</a><br/><br />
Yukiko Shikata is a media art curator &#038; critic based in Tokyo, works as a senior curator of NTT ICC, specially-assigned professor at Tokyo Zokei University, guest professor at Tama Art University. She has been curating many challenging projects at Canon ARTLAB (1990-2001), Mori Art Museum (2002-04) and independently &#8220;Power of Codes&#8221; by Mischa Kuball (Tokyo National Museum, 1999), &#8220;Amodal Suspension&#8221; by Rafael Lozano-Hemmer (YCAM, 2003), “MobLab” (2005), etc. Selected exhibitions at ICC are &#8220;open nature&#8221; (2005), &#8220;Connecting Worlds&#8221; (2006), and &#8220;Light InSight&#8221; (2008). She is one of Int’l Advisory Boards of transmediale, ISEA2010.ruhr and curators of Shanghai eARTS 2009, juries of N. J. Paik Award and has worked as jury in many competitions inclu. Prix Ars Electronica, UNESCO Digi-Art Prize.</div>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Verina Gfader</title>
		<link>http://codedcultures.org/at/verina-gfader/</link>
		<comments>http://codedcultures.org/at/verina-gfader/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:52:24 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=736</guid>
		<description><![CDATA[<div id="verina_gfader_div" class="artist researcher presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/verina_portrait-copy.gif" alt="Verina Gfader" title="Verina Gfader" width="169" height="156" /></div>
<div class="contentRight"><strong><a id="verina_gfader" href="/at/verina-gfader">Verina Gfader</a> (Artist - Researcher / Finland)</strong>
Participation: <a href="/at/category/presentation">Presentation</a><br/>
Title: <a href="/at/verina-gfader-i-prefer-not-to-use-predictable-paths">I prefer not to use predictable paths*</a><br/>
Verina Gfader is an artist and researcher with an interest in the criticality of emerging practices and economies of media art. Her work addresses themes of non-linearity, modes of resistance, and articulations of the democratic, active work. Gfader was born in Helsinki and currently lives in London. After completing a PhD in Fine Arts at Central Saint Martins London, she joined CRUMB web resource for new media art curators. Recent projects include: 2008 Close to the Surface: Digital Presence, ICA London. 2008 Condensation Revisited: A Lecture on Pigments:3 (with Colm Lally), ISEA 2008, Singapore; 2008 Nervous Light Planes (essay), Animation, Vol. 3, No. 2, SAGE Publications.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="verina_gfader_div" class="artist researcher presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/verina_portrait-copy.gif" alt="Verina Gfader" title="Verina Gfader" width="169" height="156" /></div>
<div class="contentRight"><strong><a id="verina_gfader" href="/at/verina-gfader">Verina Gfader</a> (Artist &#8211; Researcher / Finland)</strong><br />
Participation: Presentation<br/><br />
Title: <a href="/at/verina-gfader-i-prefer-not-to-use-predictable-paths">I prefer not to use predictable paths*</a><br/><br />
Verina Gfader is an artist and researcher with an interest in the criticality of emerging practices and economies of media art. Her work addresses themes of non-linearity, modes of resistance, and articulations of the democratic, active work. Gfader was born in Helsinki and currently lives in London. After completing a PhD in Fine Arts at Central Saint Martins London, she joined CRUMB web resource for new media art curators. Recent projects include: 2008 Close to the Surface: Digital Presence, ICA London. 2008 Condensation Revisited: A Lecture on Pigments:3 (with Colm Lally), ISEA 2008, Singapore; 2008 Nervous Light Planes (essay), Animation, Vol. 3, No. 2, SAGE Publications.</div>
</div>
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		</item>
		<item>
		<title>Verena Kuni</title>
		<link>http://codedcultures.org/at/verena-kuni/</link>
		<comments>http://codedcultures.org/at/verena-kuni/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:50:51 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=733</guid>
		<description><![CDATA[<div id="verena_kuni_div" class="scientist lecture">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kuni_portrait.jpg" alt="Veren Kuni" title="Veren Kuni" width="169" height="137" /></div>
<div class="contentRight"><strong><a id="verena_kuni" href="/at/verena-kuni">Verena Kuni</a> (Scientist / Germany)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/>
Title: <a href="/at/urban-playgrounds-alternate-games">Urban Playground, Alternate Games</a> <br/>

Verena Kuni is professor for Visual Culture at Goethe University of Frankfurt am Main (DE). She publishes widely in international print and online media; since 1997 she runs her own art radio show on radio x ffm. From 1995 to 1999 she was curator for Kasseler Dokumentarfilm &#038; Videofest; since 1999 she is ibid. director of interfiction conference for art, media and network cultures. Her research, teaching, lectures, projects &#038; publications are devoted to contemporary arts &#038; media cultures, their histories &#038; futures. Current projects focus on D.I.Y. &#038; prosumer cultures; media of imagination – imagination of media; technologies of transformation; philosophical toys; transfers between media &#038; material cultures; and digital decay. Web: <a href="http://www.kuniver.se" target="_blank">kuniver.se</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="verena_kuni_div" class="scientist lecture">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kuni_portrait.jpg" alt="Veren Kuni" title="Veren Kuni" width="169" height="137" /></div>
<div class="contentRight"><strong><a id="verena_kuni" href="/at/verena-kuni">Verena Kuni</a> (Scientist / Germany)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/><br />
Title: <a href="/at/urban-playgrounds-alternate-games">Urban Playground, Alternate Games</a> <br/></p>
<p>Verena Kuni is professor for Visual Culture at Goethe University of Frankfurt am Main (DE). She publishes widely in international print and online media; since 1997 she runs her own art radio show on radio x ffm. From 1995 to 1999 she was curator for Kasseler Dokumentarfilm &#038; Videofest; since 1999 she is ibid. director of interfiction conference for art, media and network cultures. Her research, teaching, lectures, projects &#038; publications are devoted to contemporary arts &#038; media cultures, their histories &#038; futures. Current projects focus on D.I.Y. &#038; prosumer cultures; media of imagination – imagination of media; technologies of transformation; philosophical toys; transfers between media &#038; material cultures; and digital decay. Web: <a href="http://www.kuniver.se" target="_blank">kuniver.se</a></div>
</div>
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		</item>
		<item>
		<title>Takahiro Kaneshima</title>
		<link>http://codedcultures.org/at/takahiro-kaneshima/</link>
		<comments>http://codedcultures.org/at/takahiro-kaneshima/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:48:55 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=730</guid>
		<description><![CDATA[<div id="takahiro_kaneshima_div" class="curator presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kaneshima-copy.jpg" alt="Takahiro Kaneshima" title="Takahiro Kaneshima" width="150" height="190" /></div>
<div class="contentRight"><strong><a id="takahiro_kaneshima" href="/at/takahiro-kaneshima">Takahiro Kaneshima</a> (Curator / Japan)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/category/presentations">Presentation</a><br/>
Title: <a href="/at/far-east-contemporaries">Far East Contemporaries</a><br/>
Born 1977 in Tokyo. Director at FEC, and PR &#038; Communication manager at ARTiT. Received MA from the Graduate School of Media and Governance at Keio University and worked at NOKIA Research Center (Finland), TOSHIBA Digital Media Company (Japan) and Tokyo Gallery + BTAP (China) before founding FEC (Far East Contemporaries) in 2007. Live and work in Yokohama, Taipei and Beijing to do research on East Asian contemporary art and support artists' production and art exchange program. Major exhibitions include "Techno Orientalism" (2005, Beijing), "JAPANIMATION!" (2006, Beijing), "Art LAN @ Asia" (2007, Yokohama) and "Discharge Mode to Order" (2008, Yokohama).</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="takahiro_kaneshima_div" class="curator presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kaneshima-copy.jpg" alt="Takahiro Kaneshima" title="Takahiro Kaneshima" width="150" height="190" /></div>
<div class="contentRight"><strong><a id="takahiro_kaneshima" href="/at/takahiro-kaneshima">Takahiro Kaneshima</a> (Curator / Japan)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/far-east-contemporaries">Far East Contemporaries</a><br/><br />
Born 1977 in Tokyo. Director at FEC, and PR &#038; Communication manager at ARTiT. Received MA from the Graduate School of Media and Governance at Keio University and worked at NOKIA Research Center (Finland), TOSHIBA Digital Media Company (Japan) and Tokyo Gallery + BTAP (China) before founding FEC (Far East Contemporaries) in 2007. Live and work in Yokohama, Taipei and Beijing to do research on East Asian contemporary art and support artists&#8217; production and art exchange program. Major exhibitions include &#8220;Techno Orientalism&#8221; (2005, Beijing), &#8220;JAPANIMATION!&#8221; (2006, Beijing), &#8220;Art LAN @ Asia&#8221; (2007, Yokohama) and &#8220;Discharge Mode to Order&#8221; (2008, Yokohama).</div>
</div>
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		<item>
		<title>Sabine Seymour</title>
		<link>http://codedcultures.org/at/sabine-seymour/</link>
		<comments>http://codedcultures.org/at/sabine-seymour/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:47:34 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[fashionable]]></category>
		<category><![CDATA[functional aesthetics]]></category>
		<category><![CDATA[wearable]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=727</guid>
		<description><![CDATA[<div id="sabine_seymour_div" class="scientist producer lecture">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/seymour_portrait-kopie2.jpg" alt="Sabine Seymour" title="Sabine Seymour" width="169" height="162" /></div>
<div class="contentRight"><strong><a id="sabine_seymour" href="/at/sabine-seymour">Sabine Seymour</a> (Scientist - Producer / Austria)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/>
Title: <a href="/at/functional-aesthetics">Functional Aesthetics</a><br/>
Sabine Seymour has been described as an innovator, visionary, and trend spotter. She is the Chief Creative Officer of her company Moondial, which develops fashionable wearables and consults on fashionable technology to companies worldwide. Moondial’s work is based on the convergence of fashion, design and technology. </div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="sabine_seymour_div" class="scientist producer lecture">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/seymour_portrait-kopie2.jpg" alt="Sabine Seymour" title="Sabine Seymour" width="169" height="162" /></div>
<div class="contentRight"><strong><a id="sabine_seymour" href="/at/sabine-seymour">Sabine Seymour</a> (Scientist &#8211; Producer / Austria)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/><br />
Title: <a href="/at/functional-aesthetics">Functional Aesthetics</a><br/><br />
Sabine Seymour has been described as an innovator, visionary, and trend spotter. She is the Chief Creative Officer of her company Moondial, which develops fashionable wearables and consults on fashionable technology to companies worldwide. Moondial’s work is based on the convergence of fashion, design and technology. </div>
</div>
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		</item>
		<item>
		<title>Mathias Fuchs</title>
		<link>http://codedcultures.org/at/mathias-fuchs/</link>
		<comments>http://codedcultures.org/at/mathias-fuchs/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:45:44 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=723</guid>
		<description><![CDATA[<div id="mathias_fuchs_div" class="artist critic lecture">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mathias_fuchs-kopie2.jpg" alt="Mathias Fuchs" title="Mathias Fuchs" width="169" height="127" /></div>
<div class="contentRight"><strong><a id="mathias_fuchs" href="/at/mathias-fuchs">Mathias Fuchs</a> (Artist - Critic / Austria)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/>
Title: <a href="/at/collapsing-locality-ludic-locations">Collapsing Locality – Ludic Locations</a><br/>
Mathias Fuchs has pioneered in the field of artistic use of game engines in various game art installations. He started the first European Masters Programme in Creative Games at the School of Art &#038; Design at the University of Salford in Greater Manchester. Creative Games is a discipline on the borderline of games, art and critical discourse (<a href="http://creativegames.org.uk" target="_blank">creativegames.org.uk</a>). He is currently a Senior Lecturer at the University of Salford and Programme Leader in MA Creative Technology and MSc Creative Games. He has had sound and media installations in Vienna, London, Mexico City, Tokyo, Helsinki, Stockholm, Norwich, London, Cairo, Vancouver, Paris, and Providence. Commissioned work for ISEA I, Ars Electronica the Greenwich Millennium Dome and many more.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="mathias_fuchs_div" class="artist critic lecture">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mathias_fuchs-kopie2.jpg" alt="Mathias Fuchs" title="Mathias Fuchs" width="169" height="127" /></div>
<div class="contentRight"><strong><a id="mathias_fuchs" href="/at/mathias-fuchs">Mathias Fuchs</a> (Artist &#8211; Critic / Austria)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/><br />
Title: <a href="/at/collapsing-locality-ludic-locations">Collapsing Locality – Ludic Locations</a><br/><br />
Mathias Fuchs has pioneered in the field of artistic use of game engines in various game art installations. He started the first European Masters Programme in Creative Games at the School of Art &#038; Design at the University of Salford in Greater Manchester. Creative Games is a discipline on the borderline of games, art and critical discourse (<a href="http://creativegames.org.uk" target="_blank">creativegames.org.uk</a>). He is currently a Senior Lecturer at the University of Salford and Programme Leader in MA Creative Technology and MSc Creative Games. He has had sound and media installations in Vienna, London, Mexico City, Tokyo, Helsinki, Stockholm, Norwich, London, Cairo, Vancouver, Paris, and Providence. Commissioned work for ISEA I, Ars Electronica the Greenwich Millennium Dome and many more.</div>
</div>
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			<wfw:commentRss>http://codedcultures.org/at/mathias-fuchs/feed/</wfw:commentRss>
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		<item>
		<title>Aldo Tolino</title>
		<link>http://codedcultures.org/at/aldo-tolino/</link>
		<comments>http://codedcultures.org/at/aldo-tolino/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:41:55 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=692</guid>
		<description><![CDATA[<div id="aldo_tolino_div" class="artist researcher presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/at_portrait-kopie.jpg" alt="Aldo Tolino" title="Aldo Tolino" width="169" height="137" /></div>
<div class="contentRight"><strong><a id="aldo_tolino" href="/at/aldo-tolino">Aldo Tolino</a> (Artist - Researcher / Austria)</strong>
Participation: <a href="/at/category/presentations">Presentation</a><br/>
Title: <a href="/at/aldo-tolino-beyond-play">beyond play: a taxonomy of ludic artefacts</a><br/>

Aldo Tolino is a Viennese artist, researcher and gamer. After studying digital art at the university for applied arts Vienna, he wrote a dissertation on computer games and cultural production. He is lecturer at the Graphische-school in Vienna and the university for telecommunications and media in St. Pölten. Web: <a href="http://io-noi-aldo.sonance.net" target="_blank">io-noi-aldo.sonance.net</a> Research: <a href="http://gaming-2-0.blogs.sonance.net" target="_blank">gaming-2-0.blogs.sonance.net</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="aldo_tolino_div" class="artist researcher presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/at_portrait-kopie.jpg" alt="Aldo Tolino" title="Aldo Tolino" width="169" height="137" /></div>
<div class="contentRight"><strong><a id="aldo_tolino" href="/at/aldo-tolino">Aldo Tolino</a> (Artist &#8211; Researcher / Austria)</strong><br />
Participation: <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/aldo-tolino-beyond-play">beyond play: a taxonomy of ludic artefacts</a><br/></p>
<p>Aldo Tolino is a Viennese artist, researcher and gamer. After studying digital art at the university for applied arts Vienna, he wrote a dissertation on computer games and cultural production. He is lecturer at the Graphische-school in Vienna and the university for telecommunications and media in St. Pölten. Web: <a href="http://io-noi-aldo.sonance.net" target="_blank">io-noi-aldo.sonance.net</a> Research: <a href="http://gaming-2-0.blogs.sonance.net" target="_blank">gaming-2-0.blogs.sonance.net</a></div>
</div>
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			<wfw:commentRss>http://codedcultures.org/at/aldo-tolino/feed/</wfw:commentRss>
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		<item>
		<title>Marina Grzinic</title>
		<link>http://codedcultures.org/at/marina-grzinic/</link>
		<comments>http://codedcultures.org/at/marina-grzinic/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:40:51 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=716</guid>
		<description><![CDATA[<div id="marina_grzinic_div" class="artist keynote">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/grzinic_portrait.jpg" alt="Marina Grzinic" title="Marina Grzinic" width="169" height="179" /></div>
<div class="contentRight"><strong><a id="marina_grzinic" href="/at/marina-grzinic">Marina Grzinic</a> (Artist - Scientist / Slovenia)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/designing-complexity/">Keynote</a><br/>
Title: <a href="/at/designing-complexity-to-develop-a-political-intervention-in-the-digital-realm">Designing Complexity: To develop a political intervention in the digital realm</a><br/>
Dr. Marina Grzinic, philosopher, artist and theoretician. She works in Ljubljana and Vienna. Grzinic is Professor at the Academy of Fine Arts in Vienna, Institute of Fine Arts, Post Conceptual Art Practices. Grzinic is one of the founders and editors of Reartikulacija (Artistic-Political-Theoretical-Discursive Platform), Ljubljana. Marina Grzinic last book is Re-Politicizing art, Theory, Representation and New Media Technology, Akademie Bildenden Künste Wien, SCHLEBRÜGGE.EDITOR, Vienna 2008. She is active as video artist, working together with Aina Smid. Web: <a href="http://grzinic-smid.si" target="_blank">grzinic-smid.si</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="marina_grzinic_div" class="artist keynote">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/03/grzinic_portrait.jpg" alt="Marina Grzinic" title="Marina Grzinic" width="169" height="179" /></div>
<div class="contentRight"><strong><a id="marina_grzinic" href="/at/marina-grzinic">Marina Grzinic</a> (Artist &#8211; Scientist / Slovenia)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/designing-complexity/">Keynote</a><br/><br />
Title: <a href="/at/designing-complexity-to-develop-a-political-intervention-in-the-digital-realm">Designing Complexity: To develop a political intervention in the digital realm</a><br/><br />
Dr. Marina Grzinic, philosopher, artist and theoretician. She works in Ljubljana and Vienna. Grzinic is Professor at the Academy of Fine Arts in Vienna, Institute of Fine Arts, Post Conceptual Art Practices. Grzinic is one of the founders and editors of Reartikulacija (Artistic-Political-Theoretical-Discursive Platform), Ljubljana. Marina Grzinic last book is Re-Politicizing art, Theory, Representation and New Media Technology, Akademie Bildenden Künste Wien, SCHLEBRÜGGE.EDITOR, Vienna 2008. She is active as video artist, working together with Aina Smid. Web: <a href="http://grzinic-smid.si" target="_blank">grzinic-smid.si</a></div>
</div>
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			<wfw:commentRss>http://codedcultures.org/at/marina-grzinic/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Manfred Faßler</title>
		<link>http://codedcultures.org/at/manfred-fassler/</link>
		<comments>http://codedcultures.org/at/manfred-fassler/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:39:00 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=713</guid>
		<description><![CDATA[<div id="manfred_fassler_div" class="scientist keynote">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/fassler_portrait-kopie.jpg" alt="Manfred Faßler" title="Manfred Faßler" width="169" height="165" /></div>
<div class="contentRight"><strong><a id="manfred_fassler" href="/at/manfred-fassler">Manfred Faßler</a> (Scientist / Germany)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/creating-protoculture/">Keynote</a><br/>
Title: <a href="/at/creating-proto-culture-infogenic-art">Creating Proto-Culture: Infogenic Art</a><br/>
Manfred Faßler is Professor at the Goethe-University Frankfurt a.M. He has published a variety of books and numerous articles with the focus on Mediatheory, Media and Cognition, Human-Media-Inter(Re)Action, Digital Network, Cybernetics 2nd Order, binary Media and Cultures, Communication, Visualitiy and Mediaevolution. He was professor, researcher and lecturer at several national and international Universities such as Freie Universitaet Berlin, Uni. Kassel, Essen, Basel, Sao Paolo, Mailand, University of applied Arts Vienna and many more. Further personal information: <a href="http://www.fame-frankfurt.de" target="_blank">fame-frankfurt.de</a> / <a href="http://www.uni-frankfurt.de/fb/fb09/kulturanthro/staff/fassler_home.html" target="_blank">uni-frankfurt.de/fb/fb09/kulturanthro/staff/fassler_home.html</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="manfred_fassler_div" class="scientist keynote">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/fassler_portrait-kopie.jpg" alt="Manfred Faßler" title="Manfred Faßler" width="169" height="165" /></div>
<div class="contentRight"><strong><a id="manfred_fassler" href="/at/manfred-fassler">Manfred Faßler</a> (Scientist / Germany)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/creating-protoculture/">Keynote</a><br/><br />
Title: <a href="/at/creating-proto-culture-infogenic-art">Creating Proto-Culture: Infogenic Art</a><br/><br />
Manfred Faßler is Professor at the Goethe-University Frankfurt a.M. He has published a variety of books and numerous articles with the focus on Mediatheory, Media and Cognition, Human-Media-Inter(Re)Action, Digital Network, Cybernetics 2nd Order, binary Media and Cultures, Communication, Visualitiy and Mediaevolution. He was professor, researcher and lecturer at several national and international Universities such as Freie Universitaet Berlin, Uni. Kassel, Essen, Basel, Sao Paolo, Mailand, University of applied Arts Vienna and many more. Further personal information: <a href="http://www.fame-frankfurt.de" target="_blank">fame-frankfurt.de</a> / <a href="http://www.uni-frankfurt.de/fb/fb09/kulturanthro/staff/fassler_home.html" target="_blank">uni-frankfurt.de/fb/fb09/kulturanthro/staff/fassler_home.html</a></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/manfred-fassler/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Machiko Kusahara</title>
		<link>http://codedcultures.org/at/machiko-kusahara/</link>
		<comments>http://codedcultures.org/at/machiko-kusahara/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:36:04 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=710</guid>
		<description><![CDATA[<div id="machiko_kusahara_div" class="scientist keynote">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kusahare_portrait.jpg" alt="Machiko Kusahara" title="Machiko Kusahara" width="169" height="227" /></div>
<div class="contentRight"><strong><a id="machiko_kusahara" href="/at/machiko-kusahara">Machiko Kusahara</a> (Scientist / Japan)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/assembling-things">Keynote</a><br/>
Title: <a href="/at/assembling-things-device-art">Assembling Things: Device Art</a><br/>
Machiko Kusahara is a Professor for Media Art and Media Studies, at Waseda University Tokyo. She is a media art curator and a scholar in media studies. Since early 80s she has written, curated exhibitions and served as a jury for international competitions in computer graphics and media art. Her research is on interaction between art, technology and society, as well as on early visual media such as magic lanterns and panorama in 19C Japan.  Recently she has been working with the concept of Device Art.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="machiko_kusahara_div" class="scientist keynote">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kusahare_portrait.jpg" alt="Machiko Kusahara" title="Machiko Kusahara" width="169" height="227" /></div>
<div class="contentRight"><strong><a id="machiko_kusahara" href="/at/machiko-kusahara">Machiko Kusahara</a> (Scientist / Japan)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/assembling-things">Keynote</a><br/><br />
Title: <a href="/at/assembling-things-device-art">Assembling Things: Device Art</a><br/><br />
Machiko Kusahara is a Professor for Media Art and Media Studies, at Waseda University Tokyo. She is a media art curator and a scholar in media studies. Since early 80s she has written, curated exhibitions and served as a jury for international competitions in computer graphics and media art. Her research is on interaction between art, technology and society, as well as on early visual media such as magic lanterns and panorama in 19C Japan.  Recently she has been working with the concept of Device Art.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/machiko-kusahara/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Laurent Mignonneau</title>
		<link>http://codedcultures.org/at/laurent-mignonneau/</link>
		<comments>http://codedcultures.org/at/laurent-mignonneau/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:34:34 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=707</guid>
		<description><![CDATA[<div id="laurent_mignonneau_div" class="artist scientist keynote"> 

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mignonneau_portrait-kopie.jpg" alt="Laurent Mignonneau" title="Laurent Mignonneau" width="169" height="244" /></div>
<div class="contentRight"><strong><a id="laurent_mignonneau" href="/at/laurent-mignonneau">Laurent Mignonneau</a> (Artist - Scientist / Austria)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/expanding-locality/">Keynote</a><br/>
Title: <a href="/at/expanding-locality-the-art-and-science-of-interface-and-interaction-design">Expanding Locality: The Art and Science of Interface and Interaction Design</a><br/>
<a href="/at/christa-sommerer">Christa Sommerer</a> and Laurent Mignonneau are internationally renowned media artists and researchers, they have jointly created around 20 interactive artworks, which can be found at <a href="http://www.interface.ufg.ac.at/christa-laurent" target="_blank">interface.ufg.ac.at/christa-laurent</a>. These artworks have been shown in around 200 exhibitions world-wide and are installed in media museums and media collections around the world, including the Van Gogh Museum in Amsterdam, the Museum of Science and Industries in Tokyo, the Media Museum of the ZKM in Karlsruhe, the Cartier Foundation in Paris, the Ars Electronica Center in Linz, the NTT-ICC Museum in Tokyo, the NTT Plan-Net in Nagoya, Japan, the Shiroishi Multimedia Art Center in Shiroishi, Japan, the HOUSE-OF-SHISEIDO in Tokyo and the ITAU CULTURAL Foundation in Sao Paulo.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="laurent_mignonneau_div" class="artist scientist keynote">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mignonneau_portrait-kopie.jpg" alt="Laurent Mignonneau" title="Laurent Mignonneau" width="169" height="244" /></div>
<div class="contentRight"><strong><a id="laurent_mignonneau" href="/at/laurent-mignonneau">Laurent Mignonneau</a> (Artist &#8211; Scientist / Austria)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/expanding-locality/">Keynote</a><br/><br />
Title: <a href="/at/expanding-locality-the-art-and-science-of-interface-and-interaction-design">Expanding Locality: The Art and Science of Interface and Interaction Design</a><br/><br />
<a href="/at/christa-sommerer">Christa Sommerer</a> and Laurent Mignonneau are internationally renowned media artists and researchers, they have jointly created around 20 interactive artworks, which can be found at <a href="http://www.interface.ufg.ac.at/christa-laurent" target="_blank">interface.ufg.ac.at/christa-laurent</a>. These artworks have been shown in around 200 exhibitions world-wide and are installed in media museums and media collections around the world, including the Van Gogh Museum in Amsterdam, the Museum of Science and Industries in Tokyo, the Media Museum of the ZKM in Karlsruhe, the Cartier Foundation in Paris, the Ars Electronica Center in Linz, the NTT-ICC Museum in Tokyo, the NTT Plan-Net in Nagoya, Japan, the Shiroishi Multimedia Art Center in Shiroishi, Japan, the HOUSE-OF-SHISEIDO in Tokyo and the ITAU CULTURAL Foundation in Sao Paulo.</div>
</div>
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			<wfw:commentRss>http://codedcultures.org/at/laurent-mignonneau/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Ivan Poupyrev</title>
		<link>http://codedcultures.org/at/ivan-poupyrev/</link>
		<comments>http://codedcultures.org/at/ivan-poupyrev/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:32:32 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=704</guid>
		<description><![CDATA[<div id="ivan_popyrev_div" class="scientist presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/ipoupyrevweb.jpg" alt="Ivan Poupyrev" title="Ivan Poupyrev" width="169" height="251" /></div>

<div class="contentRight"><strong><a id="ivan_poupyrev" href="/at/ivan-poupyrev">Ivan Poupyrev</a> (Scientist / Japan, Russia)</strong>
Participation: <a href="/at/category/presentations">Presentation</a><br/>
Title: <a href="/at/physical-interfaces-and-programmable-reality">Physical Interfaces and Programmable Reality</a><br/>
Born in USSR, Ivan Poupyrev is a Researcher at Sony Computer Science Labs in Tokyo where he designs user interfaces for future digital living environments. In his research he is particularly interested in creating interfaces and technologies that can seamlessly blend digital and physical properties in devices and everyday objects. The results of his research have been presented at major international conferences, reported in popular media and released in Sony products. Ivan graduated from Moscow Airspace University in 1992. While working on his PhD at Hiroshima University, he stayed for 3 years at the University of Washington working on virtual reality interfaces. He joined Sony in 2001.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="ivan_popyrev_div" class="scientist presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/ipoupyrevweb.jpg" alt="Ivan Poupyrev" title="Ivan Poupyrev" width="169" height="251" /></div>
<div class="contentRight"><strong><a id="ivan_poupyrev" href="/at/ivan-poupyrev">Ivan Poupyrev</a> (Scientist / Japan, Russia)</strong><br />
Participation: <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/physical-interfaces-and-programmable-reality">Physical Interfaces and Programmable Reality</a><br/><br />
Born in USSR, Ivan Poupyrev is a Researcher at Sony Computer Science Labs in Tokyo where he designs user interfaces for future digital living environments. In his research he is particularly interested in creating interfaces and technologies that can seamlessly blend digital and physical properties in devices and everyday objects. The results of his research have been presented at major international conferences, reported in popular media and released in Sony products. Ivan graduated from Moscow Airspace University in 1992. While working on his PhD at Hiroshima University, he stayed for 3 years at the University of Washington working on virtual reality interfaces. He joined Sony in 2001.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/ivan-poupyrev/feed/</wfw:commentRss>
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		<item>
		<title>Hisashi Muroi</title>
		<link>http://codedcultures.org/at/hisashi-muroi/</link>
		<comments>http://codedcultures.org/at/hisashi-muroi/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:31:03 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=702</guid>
		<description><![CDATA[<div id="hisashi_muroi_div" class="scientist lecture">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/muroi_portrait-copy2.gif" alt="Hisashi Muroi" title="Hisashi Muroi" width="169" height="172" /></div>
<div class="contentRight"><strong><a id="hisashi_muroi" href="/at/hisashi-muroi">Hisashi Muroi</a> (Scientist / Japan)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/>
Title: <a href="/at/problems-of-the-body-beyond-coded-cultures">Problems of the Body beyond Coded Cultures</a><br/>

Philosopher. Born in 1955. Graduated from the Graduate School of Kyoto University. Professor of the course of Multimedia Studies in the Faculty of Education and Human Sciences, Yokohama National University. Publications (extract): 1988a: "PostArt Ron" (On Post-Art), Hakuba-Shobo, Tokyo. 1988b: "Media no Senso-Kikai" (The War-Machine of Media), Shinyosha, Tokyo. 1991: "Johou Uchu Ron" (On Informatic Universe), Iwanami-shoten, Tokyo. 1993: "Johou to Seimei" (Information and Life - Brain, Computer and Universe), Shinyosha, Tokyo (collaboration with Hiroshi Yoshioka). 2000: "Tetsugaku mondai to siteno Technology" (Technology as a philosophical question), Kohdansha, Tokyo.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="hisashi_muroi_div" class="scientist lecture">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/muroi_portrait-copy2.gif" alt="Hisashi Muroi" title="Hisashi Muroi" width="169" height="172" /></div>
<div class="contentRight"><strong><a id="hisashi_muroi" href="/at/hisashi-muroi">Hisashi Muroi</a> (Scientist / Japan)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/><br />
Title: <a href="/at/problems-of-the-body-beyond-coded-cultures">Problems of the Body beyond Coded Cultures</a><br/></p>
<p>Philosopher. Born in 1955. Graduated from the Graduate School of Kyoto University. Professor of the course of Multimedia Studies in the Faculty of Education and Human Sciences, Yokohama National University. Publications (extract): 1988a: &#8220;PostArt Ron&#8221; (On Post-Art), Hakuba-Shobo, Tokyo. 1988b: &#8220;Media no Senso-Kikai&#8221; (The War-Machine of Media), Shinyosha, Tokyo. 1991: &#8220;Johou Uchu Ron&#8221; (On Informatic Universe), Iwanami-shoten, Tokyo. 1993: &#8220;Johou to Seimei&#8221; (Information and Life &#8211; Brain, Computer and Universe), Shinyosha, Tokyo (collaboration with Hiroshi Yoshioka). 2000: &#8220;Tetsugaku mondai to siteno Technology&#8221; (Technology as a philosophical question), Kohdansha, Tokyo.</p></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/hisashi-muroi/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hiroshi Yoshioka</title>
		<link>http://codedcultures.org/at/hiroshi-yoshioka/</link>
		<comments>http://codedcultures.org/at/hiroshi-yoshioka/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:28:48 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=699</guid>
		<description><![CDATA[<div class="air scientist keynote">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/yoshioka_portrait.jpg" alt="Hiroshi Yoshioka" tile="Hiroshi Yoshioka" width="169" height="196" /></div>
<div class="contentRight"><strong><a id="hiroshi_yoshioka" href="/at/hiroshi-yoshioka">Hiroshi Yoshioka</a> (Scientist / Japan)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / Professor in Residence/ <a href="/at/designing-complexity/">Keynote</a><br/>
Keynote <a href="/at/designing-complexity-to-develop-a-political-intervention-in-the-digital-realm">Designing Complexity: Tolerance of Complexity</a><br/>

Hiroshi Yoshioka was born in Kyoto, Japan.  He studied philosophy and aesthetics at Kyoto University.  He teaches aesthetics and art theory at Kyoto University, IAMAS. He is the author of The Present Tense of Thought: Complex Systems, Cyberspace, and Affordance Theory (1997), Information and Life: The Brain, Computers, and the Universe (with Hisashi Muroi, 1993) [both books published in Japanese], and many articles on aesthetics, arts, technology and culture.  He was the editor-in-chief of the critical journal Diatxt.(vol.1-8, Kyoto Art Center, 2000-2003) and Yorobon: Diatxt./Yamaguchi (YCAM, 2008).  He was the general director of Kyoto Biennale 2003, and Ogaki Biennale 2006.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div class="air scientist keynote">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/yoshioka_portrait.jpg" alt="Hiroshi Yoshioka" tile="Hiroshi Yoshioka" width="169" height="196" title="Hiroshi Yoshioka" /></div>
<div class="contentRight"><strong><a id="hiroshi_yoshioka" href="/at/hiroshi-yoshioka">Hiroshi Yoshioka</a> (Scientist / Japan)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / Professor in Residence/ <a href="/at/designing-complexity/">Keynote</a><br/><br />
Keynote <a href="/at/designing-complexity-to-develop-a-political-intervention-in-the-digital-realm">Designing Complexity: Tolerance of Complexity</a><br/></p>
<p>Hiroshi Yoshioka was born in Kyoto, Japan.  He studied philosophy and aesthetics at Kyoto University.  He teaches aesthetics and art theory at Kyoto University, IAMAS. He is the author of The Present Tense of Thought: Complex Systems, Cyberspace, and Affordance Theory (1997), Information and Life: The Brain, Computers, and the Universe (with Hisashi Muroi, 1993) [both books published in Japanese], and many articles on aesthetics, arts, technology and culture.  He was the editor-in-chief of the critical journal Diatxt.(vol.1-8, Kyoto Art Center, 2000-2003) and Yorobon: Diatxt./Yamaguchi (YCAM, 2008).  He was the general director of Kyoto Biennale 2003, and Ogaki Biennale 2006.</p></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/hiroshi-yoshioka/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fumihiko Sumitomo</title>
		<link>http://codedcultures.org/at/fumihiko-sumitomo/</link>
		<comments>http://codedcultures.org/at/fumihiko-sumitomo/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:27:16 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=696</guid>
		<description><![CDATA[<div id="fumuhiko_sumitomo_div" class="curator researcher">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/sumitomo_portrait-kopie.jpg" alt="Fumihiko Sumitomo" title="Fumihiko Sumitomo" width="169" height="182" /></div>
<div class="contentRight"><strong><a id="fumuhiko_sumitomo" href="/at/fumihiko-sumitomo">Fumihiko Sumitomo</a> (Curator - Researcher / Japan)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/>
Title: <a href="/at/unveiling-the-technological-process">Unveiling the technological process</a> (Lecture)<br/>
Fumihiko Sumitomo is currently director of the Festival for Arts and Social Technology Yokohama. Before he was a senior curator at Museum of Contemporary Art, Tokyo (MOT), he worked for NTT InterCommunication Center (ICC) in Tokyo. and he was a curator at the 21st Century Museum of Contemporary Art, Kanazawa. He has contributed to several books, including The Role of Art in the 21st Century (Tokyo: Mirai-sha 2006) and is also a key member of Arts Initiative Tokyo (AIT), a nonprofit, independent collective of curators and art administrators based in Tokyo with the mission to provide a new public forum for contemporary art. Fumihiko Sumitomo holds an M.A. in Culture and Representation from the Graduate School of Arts and Sciences, The University of Tokyo.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="fumuhiko_sumitomo_div" class="curator researcher">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/sumitomo_portrait-kopie.jpg" alt="Fumihiko Sumitomo" title="Fumihiko Sumitomo" width="169" height="182" /></div>
<div class="contentRight"><strong><a id="fumuhiko_sumitomo" href="/at/fumihiko-sumitomo">Fumihiko Sumitomo</a> (Curator &#8211; Researcher / Japan)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / Lecture<br/><br />
Title: <a href="/at/unveiling-the-technological-process">Unveiling the technological process</a> (Lecture)<br/><br />
Fumihiko Sumitomo is currently director of the Festival for Arts and Social Technology Yokohama. Before he was a senior curator at Museum of Contemporary Art, Tokyo (MOT), he worked for NTT InterCommunication Center (ICC) in Tokyo. and he was a curator at the 21st Century Museum of Contemporary Art, Kanazawa. He has contributed to several books, including The Role of Art in the 21st Century (Tokyo: Mirai-sha 2006) and is also a key member of Arts Initiative Tokyo (AIT), a nonprofit, independent collective of curators and art administrators based in Tokyo with the mission to provide a new public forum for contemporary art. Fumihiko Sumitomo holds an M.A. in Culture and Representation from the Graduate School of Arts and Sciences, The University of Tokyo.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/fumihiko-sumitomo/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Christa Sommerer</title>
		<link>http://codedcultures.org/at/christa-sommerer/</link>
		<comments>http://codedcultures.org/at/christa-sommerer/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 16:25:27 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=693</guid>
		<description><![CDATA[<div id="christa_sommerer_div" class="artist scientist keynote">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/sommerer_portrait-kopie.jpg" alt="Christa Sommerer" title="Christa Sommerer" width="169" height="226" /></div>
<div class="contentRight"><strong><a id="christa_sommerer" href="/at/christa-sommerer">Christa Sommerer</a> (Artist - Scientist / Austria)</strong>
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/expanding-locality/">Keynote</a><br/>
Title: <a href="/at/expanding-locality-the-art-and-science-of-interface-and-interaction-design">The Art and Science of Interface and Interaction Design</a><br/>
Christa Sommerer and <a href="/at/laurent-mignonneau">Laurent Mignonneau</a> are internationally renowned media artists and researchers, they have jointly created around 20 interactive artworks, which can be found at <a href="http://www.interface.ufg.ac.at/christa-laurent" target="_blank">interface.ufg.ac.at/christa-laurent</a>. These artworks have been shown in around 200 exhibitions world-wide and are installed in media museums and media collections around the world, including the Van Gogh Museum in Amsterdam, the Museum of Science and Industries in Tokyo, the Media Museum of the ZKM in Karlsruhe, the Cartier Foundation in Paris, the Ars Electronica Center in Linz, the NTT-ICC Museum in Tokyo, the NTT Plan-Net in Nagoya, Japan, the Shiroishi Multimedia Art Center in Shiroishi, Japan, the HOUSE-OF-SHISEIDO in Tokyo and the ITAU CULTURAL Foundation in Sao Paulo.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="christa_sommerer_div" class="artist scientist keynote">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/sommerer_portrait-kopie.jpg" alt="Christa Sommerer" title="Christa Sommerer" width="169" height="226" /></div>
<div class="contentRight"><strong><a id="christa_sommerer" href="/at/christa-sommerer">Christa Sommerer</a> (Artist &#8211; Scientist / Austria)</strong><br />
Participation: <a href="/at/category/symposium">Symposium</a> / <a href="/at/expanding-locality/">Keynote</a><br/><br />
Title: <a href="/at/expanding-locality-the-art-and-science-of-interface-and-interaction-design">The Art and Science of Interface and Interaction Design</a><br/><br />
Christa Sommerer and <a href="/at/laurent-mignonneau">Laurent Mignonneau</a> are internationally renowned media artists and researchers, they have jointly created around 20 interactive artworks, which can be found at <a href="http://www.interface.ufg.ac.at/christa-laurent" target="_blank">interface.ufg.ac.at/christa-laurent</a>. These artworks have been shown in around 200 exhibitions world-wide and are installed in media museums and media collections around the world, including the Van Gogh Museum in Amsterdam, the Museum of Science and Industries in Tokyo, the Media Museum of the ZKM in Karlsruhe, the Cartier Foundation in Paris, the Ars Electronica Center in Linz, the NTT-ICC Museum in Tokyo, the NTT Plan-Net in Nagoya, Japan, the Shiroishi Multimedia Art Center in Shiroishi, Japan, the HOUSE-OF-SHISEIDO in Tokyo and the ITAU CULTURAL Foundation in Sao Paulo.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/christa-sommerer/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Yuko Mohri</title>
		<link>http://codedcultures.org/at/yuko-mohri-2/</link>
		<comments>http://codedcultures.org/at/yuko-mohri-2/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:53:47 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=638</guid>
		<description><![CDATA[<div id="yuko_mohri_div" class="artist presentation">

<div class="contentLeft"><img src="/jp/wp-content/uploads/2009/03/MOHRI_portrait_new.jpg" alt="Yuko Mohri" title="Yuko Mohri" width="169" height="135" /></div>
<div class="contentRight"><strong><a id="yuko_mohri" href="/at/yuko-mohri">Yuko Mohri</a> (Artist / Japan)</strong>
Participation: <a href="/at/the-execution-of-mary">Exhibition</a> / <a href="/at/bairdcast">Presentation</a> <br/>
Title: <a href="/at/the-execution-of-mary">The execution of Mary</a><br/>
MOHRI, an artist, was born in 1980. Her main works, shown in Japan and abroad, include "Magnetic Organ" (2003), a three-dimensional piece using powerful magnetism, "Vexations" (2005, joint work with Soichiro Mihara), a sound installation using compositions by Erik Satie, and "Bairdcast Media" (2008), a three-dimensional work in which she attached wheels to a printer and made it run.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="yuko_mohri_div" class="artist presentation">
<div class="contentLeft"><img src="/jp/wp-content/uploads/2009/03/MOHRI_portrait_new.jpg" alt="Yuko Mohri" title="Yuko Mohri" width="169" height="135" /></div>
<div class="contentRight"><strong><a id="yuko_mohri" href="/at/yuko-mohri">Yuko Mohri</a> (Artist / Japan)</strong><br />
Participation: <a href="/at/the-execution-of-mary">Exhibition</a> / <a href="/at/bairdcast">Presentation</a> <br/><br />
Title: <a href="/at/the-execution-of-mary">The execution of Mary</a><br/><br />
MOHRI, an artist, was born in 1980. Her main works, shown in Japan and abroad, include &#8220;Magnetic Organ&#8221; (2003), a three-dimensional piece using powerful magnetism, &#8220;Vexations&#8221; (2005, joint work with Soichiro Mihara), a sound installation using compositions by Erik Satie, and &#8220;Bairdcast Media&#8221; (2008), a three-dimensional work in which she attached wheels to a printer and made it run.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/yuko-mohri-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Yuka Shimura</title>
		<link>http://codedcultures.org/at/yuka-shimura/</link>
		<comments>http://codedcultures.org/at/yuka-shimura/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:52:42 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=636</guid>
		<description><![CDATA[<div id="yuka_shimura_div" class="artist exhibition group presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/yukashimura_portrait-copy1.jpg" alt="Yuka Shimura" title="Yuka Shimura" width="147" height="201" /></div>
<div class="contentRight"><strong><a id="yuka_shimura" href="/at/yuka-shimura">Yuka Shimura</a> (Artist / Japan)</strong>
Group: SHIMURABROS. (with <a href="/at/kentaro-shimura">Kentaro Shimura</a>)
Participation: Exhibition / Presentation<br/>
Title: <a href="/at/x-ray-train-lumiere-bros-to-shimura-bros">X-RAY-TRAIN - LUMIÈRE BROS. to SHIMURA BROS.</a><br/>
Born in Yokohama, Japan in 1976. 2007 she graduated from Central Saint Martins College of Art And Design London, MA Scenography. A Sister/Brother artist duo, Yuka and Kentaro SHIMURABROS. create works of motion images in formats such as media art, film and installation. A new expression of imagery is achieved through their inventions. 'X-ray train' has award winners for the Yokohama Creative Area Competition. 'SEKILALA-3 screen installation' presents the concept of live furniture which has been screened at Transgenesis exhibition in Czech Academy of Science and also 2007 Cannes International Film Festival. On December 5, 2008- February 15, 2009 'Hibernation / ART RINK' 9m hight public media art being held at the plaza, Yokohama Red Brick Warehouse No. 1. Web: <a href="http://www.shimurabros.com/" target="_blank">shimurabros.com</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="yuka_shimura_div" class="artist exhibition group presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/yukashimura_portrait-copy1.jpg" alt="Yuka Shimura" title="Yuka Shimura" width="147" height="201" /></div>
<div class="contentRight"><strong><a id="yuka_shimura" href="/at/yuka-shimura">Yuka Shimura</a> (Artist / Japan)</strong><br />
Group: SHIMURABROS. (with <a href="/at/kentaro-shimura">Kentaro Shimura</a>)<br />
Participation: Exhibition / Presentation<br/><br />
Title: <a href="/at/x-ray-train-lumiere-bros-to-shimura-bros">X-RAY-TRAIN &#8211; LUMIÈRE BROS. to SHIMURA BROS.</a><br/><br />
Born in Yokohama, Japan in 1976. 2007 she graduated from Central Saint Martins College of Art And Design London, MA Scenography. A Sister/Brother artist duo, Yuka and Kentaro SHIMURABROS. create works of motion images in formats such as media art, film and installation. A new expression of imagery is achieved through their inventions. &#8216;X-ray train&#8217; has award winners for the Yokohama Creative Area Competition. &#8216;SEKILALA-3 screen installation&#8217; presents the concept of live furniture which has been screened at Transgenesis exhibition in Czech Academy of Science and also 2007 Cannes International Film Festival. On December 5, 2008- February 15, 2009 &#8216;Hibernation / ART RINK&#8217; 9m hight public media art being held at the plaza, Yokohama Red Brick Warehouse No. 1. Web: <a href="http://www.shimurabros.com/" target="_blank">shimurabros.com</a></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/yuka-shimura/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Walter Langelaar</title>
		<link>http://codedcultures.org/at/walter-langelaar/</link>
		<comments>http://codedcultures.org/at/walter-langelaar/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:51:23 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=634</guid>
		<description><![CDATA[<div id="walter_langenlaar_div" class="artist air exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mugshot.gif" alt="Walter Langelaar" title="Walter Langelaar" width="169" height="238" /></div>
<div class="contentRight"><strong><a id="walter_langenlaar" href="/at/walter-langelaar">Walter Langelaar</a> (Artist / Netherlands)</strong>
Participation: <a href="/at/category/exhibition">Exhibition</a> / Artist in Residence<br/>
Title: <a href="/at/notbot">nOtbOt</a><br/>
Walter Langelaar is a dutch artist currently based in Rotterdam. His work stems from charcoal drawing and multichannel slideshow geekery, to manifold video-editing techniques and crude 3D animations combined with oblivious hardware hacks. Currently working in the field of post-interactive sculpture, he deploys dedicated machines into a variety of gallery, festival and party circuits.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="walter_langenlaar_div" class="artist air exhibition">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mugshot.gif" alt="Walter Langelaar" title="Walter Langelaar" width="169" height="238" /></div>
<div class="contentRight"><strong><a id="walter_langenlaar" href="/at/walter-langelaar">Walter Langelaar</a> (Artist / Netherlands)</strong><br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / Artist in Residence<br/><br />
Title: <a href="/at/n0tb0t">nOtbOt</a><br/><br />
Walter Langelaar is a dutch artist currently based in Rotterdam. His work stems from charcoal drawing and multichannel slideshow geekery, to manifold video-editing techniques and crude 3D animations combined with oblivious hardware hacks. Currently working in the field of post-interactive sculpture, he deploys dedicated machines into a variety of gallery, festival and party circuits.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/walter-langelaar/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tetsuya Umeda</title>
		<link>http://codedcultures.org/at/tetsuya-umeda/</link>
		<comments>http://codedcultures.org/at/tetsuya-umeda/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:50:07 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=632</guid>
		<description><![CDATA[<div id="tetsuya_umeda_div" class="artist exhibition performance air">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/umeda_prtrait-copy2.jpg" alt="Tetsuya Umeda" title="Tetsuya Umeda" width="169" height="211" /></div>
<div class="contentRight"><strong><a id="tetsuya_umeda"  name="tetsuya_umeda" href="/at/tetsuya-umeda">Tetsuya Umeda</a> (Artist / Japan)</strong>
Participation: <a href="/at/category/exhibition">Exhibition</a> / Artist in Residence<br/>
Title: <a href="/at/interlude">INTERLUDE</a><br/>
Tetsuya Umeda is an artist currently working in Osaka, Japan. He has done several sound installation projects and performance that generates site-specific soundscape using minimal function of electric circuit/system and simple physical phenomena. Umeda has been performed in Festival Beyond Innocence, an experimental music festival in Japan, since 2002. In 2006, he performed in internationally acclaimed underground music event, INSTAL, in Scotland, UK. He also has been participated installation/exhibition project; in 2006, he participated the London-based residency program, The Listening Project. in 2007, participated the exhibition program, Sound Effect Seoul, and stayed in San Francisco for one month for his Waitool Sounds project. Web: <a href="http://www.siranami.com" target="_blank">siranami.com</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="tetsuya_umeda_div" class="artist exhibition performance air">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/umeda_prtrait-copy2.jpg" alt="Tetsuya Umeda" title="Tetsuya Umeda" width="169" height="211" /></div>
<div class="contentRight"><strong><a id="tetsuya_umeda"  name="tetsuya_umeda" href="/at/tetsuya-umeda">Tetsuya Umeda</a> (Artist / Japan)</strong><br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / Artist in Residence<br/><br />
Title: <a href="/at/interlude">INTERLUDE</a><br/><br />
Tetsuya Umeda is an artist currently working in Osaka, Japan. He has done several sound installation projects and performance that generates site-specific soundscape using minimal function of electric circuit/system and simple physical phenomena. Umeda has been performed in Festival Beyond Innocence, an experimental music festival in Japan, since 2002. In 2006, he performed in internationally acclaimed underground music event, INSTAL, in Scotland, UK. He also has been participated installation/exhibition project; in 2006, he participated the London-based residency program, The Listening Project. in 2007, participated the exhibition program, Sound Effect Seoul, and stayed in San Francisco for one month for his Waitool Sounds project. Web: <a href="http://www.siranami.com" target="_blank">siranami.com</a></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/tetsuya-umeda/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Soichiro Mihara</title>
		<link>http://codedcultures.org/at/soichiro-mihara/</link>
		<comments>http://codedcultures.org/at/soichiro-mihara/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:48:27 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=630</guid>
		<description><![CDATA[<div id="soichio_mihara_div" class="artist scientist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mihara_portrait.gif" alt="Soichiro Mihara" title="Soichiro Mihara" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="soichiro_mihara" href="/at/soichiro-mihara">Soichiro Mihara</a> (Artist / Japan)</strong>
Participation: <a href="/at/category/exhibition">Exhibition</a> / Presentation <br/>
Title: <a href="/at/moids">moids 2.0 - acoustic emergence structure</a><br/>with <a href="/at/kazuki-saita">Kazuki Saita</a> and <a href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a><br/>
Artist, developing sound structures with various technology. In his recent moids project he focuses on organic and decentralized acoustic emergence. He also has collaborated with great artists, such as composer Otomo Yoshihide, artist collective DUMBTYPE, artist <a href="/at/category/people/#yuko mohri">Yuko Mohri</a>...etc, as artist, technician/engineer/programmer. He is a founding member of Kinoshita Laboratory, established at 2003, which explores various edges of artistic investigation.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="soichio_mihara_div" class="artist scientist group exhibition presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mihara_portrait.gif" alt="Soichiro Mihara" title="Soichiro Mihara" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="soichio_mihara" href="/at/soichiro-mihara">Soichiro Mihara</a> (Artist / Japan)</strong><br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / Presentation <br/><br />
Title: <a href="/at/moids">moids 2.0 &#8211; acoustic emergence structure</a><br/>with <a href="/at/kazuki-saita">Kazuki Saita</a> and <a href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a><br/><br />
Artist, developing sound structures with various technology. In his recent moids project he focuses on organic and decentralized acoustic emergence. He also has collaborated with great artists, such as composer Otomo Yoshihide, artist collective DUMBTYPE, artist <a href="/at/category/people/#yuko mohri">Yuko Mohri</a>&#8230;etc, as artist, technician/engineer/programmer. He is a founding member of Kinoshita Laboratory, established at 2003, which explores various edges of artistic investigation.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/soichiro-mihara/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Shiho Fukuhara</title>
		<link>http://codedcultures.org/at/shiho-fukuhara/</link>
		<comments>http://codedcultures.org/at/shiho-fukuhara/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:47:01 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=628</guid>
		<description><![CDATA[<div id="shihio_fukuhara" class="artist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/shiho_shikaku-copy1.jpg" alt="Shiho Fukuhara" title="Shiho Fukuhara" width="169" /></div>
<div class="contentRight"><strong><a id="shiho_fukuhara" href="/at/shiho-fukuhara">Shiho Fukuhara</a> (Artist / Japan)</strong>
Group: BCL (with <a href="/at/georg-tremmel">Georg Tremmel</a>)
Participation: <a href="/at/category/exhibition">Exhibition</a> / Presentation<br/>
Title: <a href="/at/common-flowers">Common Flowers/White Out (Bio-hacking and Open-sourcing)</a><br/>
Shiho Fukuhara received a BA(Hons) in Fine Art from Central St Martins College of Art and Design in London and continued her studies with an MA in Interaction Design at the Royal College of Art. Shiho was invited to participate at the Le Pavillion at the Palais de Tokyo in Paris in 2004 and was selected as Artist-in-Residence at the IAMAS in Ogaki, Japan in 2005, and in 2008 at ISEA in Singapore and at Ambient TV in London. She has been collaborating with Georg Tremmel since their graduation from the RCA on numerous projects investigating the relationships and differences between art and science with a special interest in social implications of the emerging possibilities of biotechnology.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="shihio_fukuhara" class="artist group exhibition presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/shiho_shikaku-copy1.jpg" alt="Shiho Fukuhara" title="Shiho Fukuhara" width="169" /></div>
<div class="contentRight"><strong><a id="shiho_fukuhara" href="/at/shiho-fukuhara">Shiho Fukuhara</a> (Artist / Japan)</strong><br />
Group: BCL (with <a href="/at/georg-tremmel">Georg Tremmel</a>)<br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/common-flowers">Common Flowers/White Out (Bio-hacking and Open-sourcing)</a><br/><br />
Shiho Fukuhara received a BA(Hons) in Fine Art from Central St Martins College of Art and Design in London and continued her studies with an MA in Interaction Design at the Royal College of Art. Shiho was invited to participate at the Le Pavillion at the Palais de Tokyo in Paris in 2004 and was selected as Artist-in-Residence at the IAMAS in Ogaki, Japan in 2005, and in 2008 at ISEA in Singapore and at Ambient TV in London. She has been collaborating with Georg Tremmel since their graduation from the RCA on numerous projects investigating the relationships and differences between art and science with a special interest in social implications of the emerging possibilities of biotechnology.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/shiho-fukuhara/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Saso Sedlacek</title>
		<link>http://codedcultures.org/at/saso-sedlacek/</link>
		<comments>http://codedcultures.org/at/saso-sedlacek/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:45:47 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=626</guid>
		<description><![CDATA[<div id="saso_sedlacek_div" class="artist exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/178_7868.gif" alt="Saso Sedlacek" title="Saso Sedlacek" width="169" height="225" /></div>
<div class="contentRight"><strong><a id="saso_sedlacek" href="/at/saso-sedlacek">Saso Sedlacek</a> (Artist / Slovenia)</strong>
Paricipation: Exhibition<br/>
Title: <a href="/at/origami-space-race">Origami Space Race</a><br/>
There are always niches in city space, in services, laws or even the outer space that people have forgotten or never have thought about. These niches are exactly what Saso Sedlacek has been looking for. His primary interest seems to be things that people overlook and the ways they can be made useful once again. One might say that Sedlaceks works result from a subversive re-cycling of scientific, legal or technological facts, employing DIY (do-it-yourself) and collaborative methods. He showed his work in various locations around Europe, Japan and USA. His CV includes shows in Secession in Vienna, Taipei Biennial, Museum of Modern art Ljubljana, Belgrade October Saloon, Ars Electronica Linz...</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="saso_sedlacek_div" class="artist exhibition">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/178_7868.gif" alt="Saso Sedlacek" title="Saso Sedlacek" width="169" height="225" /></div>
<div class="contentRight"><strong><a id="saso_sedlacek" href="/at/saso-sedlacek">Saso Sedlacek</a> (Artist / Slovenia)</strong><br />
Paricipation: Exhibition<br/><br />
Title: <a href="/at/origami-space-race">Origami Space Race</a><br/><br />
There are always niches in city space, in services, laws or even the outer space that people have forgotten or never have thought about. These niches are exactly what Saso Sedlacek has been looking for. His primary interest seems to be things that people overlook and the ways they can be made useful once again. One might say that Sedlaceks works result from a subversive re-cycling of scientific, legal or technological facts, employing DIY (do-it-yourself) and collaborative methods. He showed his work in various locations around Europe, Japan and USA. His CV includes shows in Secession in Vienna, Taipei Biennial, Museum of Modern art Ljubljana, Belgrade October Saloon, Ars Electronica Linz&#8230;</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/saso-sedlacek/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kazuki Saita</title>
		<link>http://codedcultures.org/at/kazuki-saita/</link>
		<comments>http://codedcultures.org/at/kazuki-saita/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:42:58 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=624</guid>
		<description><![CDATA[<div id="kazuki_saita_div" class="artist scientist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/saita.jpg" alt="Saita Kazuki" title="Saita Kazuki" width="169" height="225" /></div>
<div class="contentRight"><strong><a id="kazuki_saita" href="/at/kazuki-saita">Kazuki Saita</a> (Artist / Japan)</strong>
Participation: <a href="/at/category/exhibition">Exhibition</a> / Presentation<br/>
Title: <a href="/at/moids">moids 2.0 - acoustic emergence structure</a><br/>with <a href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a> and <a href="/at/soichiro-mihara">Soichiro Mihara</a><br/>
A geek, a electronic sound enthusiast, who works in a certain electronic musical instruments' manufacturing company in Tokyo as a programmer.He is also known as a DIY musical instruments player. His role in moids are circuit designing, microcontroller programming, scientific analysis of works. He has been aiming to implement a completely anonymous organization, "Kinoshtia Laboratory" since 2003.The purpose of the laboratory is to realize collaboration in universal fields such as moids.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="kazuki_saita_div" class="artist scientist group exhibition presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/saita.jpg" alt="Saita Kazuki" title="Saita Kazuki" width="169" height="225" /></div>
<div class="contentRight"><strong><a id="kazuki_saita" href="/at/kazuki-saita">Kazuki Saita</a> (Artist / Japan)</strong><br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / Presentation<br/><br />
Title: <a href="/at/moids">moids 2.0 &#8211; acoustic emergence structure</a><br/>with <a href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a> and <a href="/at/soichiro-mihara">Soichiro Mihara</a><br/><br />
A geek, a electronic sound enthusiast, who works in a certain electronic musical instruments&#8217; manufacturing company in Tokyo as a programmer.He is also known as a DIY musical instruments player. His role in moids are circuit designing, microcontroller programming, scientific analysis of works. He has been aiming to implement a completely anonymous organization, &#8220;Kinoshtia Laboratory&#8221; since 2003.The purpose of the laboratory is to realize collaboration in universal fields such as moids.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/kazuki-saita/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ryota Kuwakubo</title>
		<link>http://codedcultures.org/at/ryota-kuwakubo/</link>
		<comments>http://codedcultures.org/at/ryota-kuwakubo/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:41:13 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=622</guid>
		<description><![CDATA[<div id="ryota_kuwakubo_div" class="artist presentation exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/portrait.gif" alt="Ryota Kuwakubo" title="Ryota Kuwakubo" width="169" height="127" /></div>
<div class="contentRight"><strong><a id="ryota_kuwakubo" href="/at/ryota-kuwakuba">Ryota Kuwakubo</a> (Artist / Japan)</strong>
Paricipation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentation">Presentation</a><br/>
Titles: <a href="/at/ryota-kuwakubo-selected-works">Selected Works</a> (Exhibition); <a href="/at/sta-colla_and_nicodama" href="/at/sta-colla-and-nicodama/">Sta-colla and Nicodama</a> (Presentation)<br/>
Ryota Kuwakubo is a media artist based in Tokyo. Since 1998, after studying contemporary art and media art, he has made art works mainly by means of electronics, focusing topics appear on borders such as analog / digital, human beings / machineries or senders / recipients. He is best known for his works Bitman (collaborated with Maywa Denki), VideoBulb, PLX, Block Jam (as a collaborating member of the project lead by Sony CSL) and loopScape. He wins honorary mention in the interactive art category at Ars Electronica 2002 &#038; 2003, also the grand prize of art division at Japan Media Arts Festival 2003.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="ryota_kuwakubo_div" class="artist presentation exhibition">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/portrait.gif" alt="Ryota Kuwakubo" title="Ryota Kuwakubo" width="169" height="127" /></div>
<div class="contentRight"><strong><a id="ryota_kuwakubo" href="/at/ryota-kuwakubo">Ryota Kuwakubo</a> (Artist / Japan)</strong><br />
Paricipation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentation">Presentation</a><br/><br />
Titles: <a href="/at/ryota-kuwakubo-selected-works">Selected Works</a> (Exhibition); <a href="/at/sta-colla_and_nicodama" href="/at/sta-colla-and-nicodama/">Sta-colla and Nicodama</a> (Presentation)<br/><br />
Ryota Kuwakubo is a media artist based in Tokyo. Since 1998, after studying contemporary art and media art, he has made art works mainly by means of electronics, focusing topics appear on borders such as analog / digital, human beings / machineries or senders / recipients. He is best known for his works Bitman (collaborated with Maywa Denki), VideoBulb, PLX, Block Jam (as a collaborating member of the project lead by Sony CSL) and loopScape. He wins honorary mention in the interactive art category at Ars Electronica 2002 &#038; 2003, also the grand prize of art division at Japan Media Arts Festival 2003.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/ryota-kuwakubo/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Martin Pichlmair</title>
		<link>http://codedcultures.org/at/martin-pichlmair/</link>
		<comments>http://codedcultures.org/at/martin-pichlmair/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:40:18 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[Exhibition]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=620</guid>
		<description><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/pichlmair_portrait.gif" alt="Martin Pichlmair" title="Martin Pichlmair" width="169" height="112" /></div>
<div class="contentRight"><strong><a id="martin_pichlmair" href="/at/martin-pichlmair">Martin Pichlmair</a> (Artist - Scientist / Austria)</strong>
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/symposium">Symposium</a> <br/>
Titles: <a href="/at/bagatelle-concrete">Bagatelle Concrete</a> (Exhibition); <a href="/at/the-process-and-the-artefact">The Process and the Artefact</a> (Lecture) <br/>

Martin Pichlmair is a media artist and researcher living and working in Vienna, Austria. Since he received his doctoral degree in informatics he works as assistant professor at the Institute of Design and Assessment of Technology at the Vienna University of Technology. His art pieces were shown at various international media art festivals and exhibitions. He is co-editor of the academic journal Eludamos - Journal for Computer Game Culture. Martin Pichlmair regularly reviews for and organises academic conferences and symposia. His research focus is on games, art, music, physical interfaces and the social role of software.</div>]]></description>
			<content:encoded><![CDATA[<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/pichlmair_portrait.gif" alt="Martin Pichlmair" title="Martin Pichlmair" width="169" height="112" /></div>
<div class="contentRight"><strong><a id="martin_pichlmair" href="/at/martin-pichlmair">Martin Pichlmair</a> (Artist &#8211; Scientist / Austria)</strong><br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/symposium">Symposium</a> <br/><br />
Titles: <a href="/at/bagatelle-concrete">Bagatelle Concrete</a> (Exhibition); <a href="/at/the-process-and-the-artefact">The Process and the Artefact</a> (Lecture) <br/></p>
<p>Martin Pichlmair is a media artist and researcher living and working in Vienna, Austria. Since he received his doctoral degree in informatics he works as assistant professor at the Institute of Design and Assessment of Technology at the Vienna University of Technology. His art pieces were shown at various international media art festivals and exhibitions. He is co-editor of the academic journal Eludamos &#8211; Journal for Computer Game Culture. Martin Pichlmair regularly reviews for and organises academic conferences and symposia. His research focus is on games, art, music, physical interfaces and the social role of software.</p></div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/martin-pichlmair/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Margarete Jahrmann</title>
		<link>http://codedcultures.org/at/margarete-jahrmann/</link>
		<comments>http://codedcultures.org/at/margarete-jahrmann/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:39:05 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[playfulness]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=618</guid>
		<description><![CDATA[<div id="margarete_jahrmann_div" class="artist exhibition presentation group">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mj_portrait.jpg" alt="Margarete Jahrmann" title="Margarete Jahrmann" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="margarete_jahrmann" href="/at/margarete-jahrmann">Margarete Jahrmann</a> (Artist / Austria)</strong>
Co-Founder of: Ludic Society
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentation">Presentation</a><br/>
Title: <a href="/at/toygenosonic">ToyGenoSonic</a><br/>
Margarete Jahrmann (AT/CH) is an artist who embraces code, language, fashion for her work in fine arts installations and urban games. As co-founder of the Ludic Society (2006), an international affiliation on game arts and play theory (Ludics) she is editor of the LUDIC SOCIETY magazine, introduced the concepts of Game Fashion (2007) and the aesthetically designed electronic circuitboard as Ludic 'Pataboard, to be exhibited in the museum vitrine (Arco Madrid 2006). She exhibited in Japan (Tokyo Game show), Russia (Mediaforum), Spain (Laboral) and the Netherlands (V2_DEAF); distinctions Prix Ars Electronica 2003 and transmediale Berlin 2004; actually Jahrmann is visiting researcher at the MIT Gambit Lab Boston.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="margarete_jahrmann_div" class="artist exhibition presentation group">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mj_portrait.jpg" alt="Margarete Jahrmann" title="Margarete Jahrmann" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="margarete_jahrmann" href="/at/margarete-jahrmann">Margarete Jahrmann</a> (Artist / Austria)</strong><br />
Co-Founder of: Ludic Society<br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/toygenosonic">ToyGenoSonic</a><br/><br />
Margarete Jahrmann (AT/CH) is an artist who embraces code, language, fashion for her work in fine arts installations and urban games. As co-founder of the Ludic Society (2006), an international affiliation on game arts and play theory (Ludics) she is editor of the LUDIC SOCIETY magazine, introduced the concepts of Game Fashion (2007) and the aesthetically designed electronic circuitboard as Ludic &#8216;Pataboard, to be exhibited in the museum vitrine (Arco Madrid 2006). She exhibited in Japan (Tokyo Game show), Russia (Mediaforum), Spain (Laboral) and the Netherlands (V2_DEAF); distinctions Prix Ars Electronica 2003 and transmediale Berlin 2004; actually Jahrmann is visiting researcher at the MIT Gambit Lab Boston.</div>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mamoru Okuno</title>
		<link>http://codedcultures.org/at/mamoru-okuno/</link>
		<comments>http://codedcultures.org/at/mamoru-okuno/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:38:00 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=616</guid>
		<description><![CDATA[<div id="mamoru_okuno_div" class="artist air performance presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mamoru_portrait.gif" alt="Mamoru Okuno" title="Mamoru Okuno" width="169" height="288" /></div>
<div class="contentRight"><strong><a id="mamoru_okuno" href="/at/mamoru-okuno">Mamoru Okuno</a> (Artist / Japan)</strong>
Participation: <a href="/at/category/presentations/#etude_a_few_notes">Performance</a> / Artist in Residence<br/>
Title: <a href="/at/etude-for-everyday-objects">etude for everyday objects</a><br/>
Born in Osaka, 1977. Living in Japan. BFA from City University of New York (2001). In 2003, a sound work "procedure 22:05" was commissioned to be a permanent collection of Izumi City, Japan. In 2005, he toured in France doing solo performances, one at the Espace Pier Paolo Pasolini for example. In 2006, the sound installation "in-visible-room" was exhibited at The National Gallery of Armenia as a part of the first Japanese contemporary art show in Yelevan. The performance series "otozure" was taken places in 3 cities in Japan and 2 cities abroad. The "etude" series was lectured, exhibited and performed also in several cities including Osaka, Tokyo, New York, Quebec and few other.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="mamoru_okuno_div" class="artist air performance presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mamoru_portrait.gif" alt="Mamoru Okuno" title="Mamoru Okuno" width="169" height="288" /></div>
<div class="contentRight"><strong><a id="mamoru_okuno" href="/at/mamoru-okuno">Mamoru Okuno</a> (Artist / Japan)</strong><br />
Participation: <a href="/at/category/presentations/#etude_a_few_notes">Performance</a> / Artist in Residence<br/><br />
Title: <a href="/at/etude-for-everyday-objects">etude for everyday objects</a><br/><br />
Born in Osaka, 1977. Living in Japan. BFA from City University of New York (2001). In 2003, a sound work &#8220;procedure 22:05&#8243; was commissioned to be a permanent collection of Izumi City, Japan. In 2005, he toured in France doing solo performances, one at the Espace Pier Paolo Pasolini for example. In 2006, the sound installation &#8220;in-visible-room&#8221; was exhibited at The National Gallery of Armenia as a part of the first Japanese contemporary art show in Yelevan. The performance series &#8220;otozure&#8221; was taken places in 3 cities in Japan and 2 cities abroad. The &#8220;etude&#8221; series was lectured, exhibited and performed also in several cities including Osaka, Tokyo, New York, Quebec and few other.</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/mamoru-okuno/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kentaro Shimura</title>
		<link>http://codedcultures.org/at/kentaro-shimura/</link>
		<comments>http://codedcultures.org/at/kentaro-shimura/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:34:37 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=613</guid>
		<description><![CDATA[<div id="kentaro_shimura_div" class="artist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kentaro_shimura_portrait.gif" alt="Kentaro Shimura" title="Kentaro Shimura" width="169" height="241" /></div>
<div class="contentRight"><strong><a id="kentaro_shimura">Kentaro Shimura</a> (Artist / Japan)</strong>
Group: SHIMURABROS. (with <a href="/at/category/people/#yuka_shimura">Yuka Shimura</a>)
Participation: Exhibition / Presentation<br/>
Title: X-RAY TRAIN - LUMIÈRE BROS. to SHIMURA BROS. (<a href="/at/category/exhibition/#x_ray_train_exhibition">Exhibition</a>/ <a href="/at/category/presentations/#x_ray_train">Presentation</a>)<br/>
Born in Yokohama, Japan in 1979. 2003 he graduated from Tokyo Polytechnic University, College of Art Department of Cinema. A Sister/Brother artist duo, Yuka and Kentaro SHIMURABROS. create works of motion images in formats such as media art, film and installation. A new expression of imagery is achieved through their inventions. 'X-ray train' has award winners for the Yokohama Creative Area Competition.'SEKILALA-3 screen installation' presents the concept of live furniture which has been screened at Transgenesis exhibition in Czech Academy of Science and also 2007 Cannes International Film Festival. On December 5, 2008- February 15, 2009 'Hibernation / ART RINK' 9m hight public media art being held at the plaza, Yokohama Red Brick Warehouse No. 1. Web: <a href="http://www.shimurabros.com/" target="_blank">shimurabros.com</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="kentaro_shimura_div" class="artist group exhibition presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/kentaro_shimura_portrait.gif" alt="Kentaro Shimura" title="Kentaro Shimura" width="169" height="241" /></div>
<div class="contentRight"><strong><a id="kentaro_shimura" href="/at/kentaro-shimura">Kentaro Shimura</a> (Artist / Japan)</strong><br />
Group: SHIMURABROS. (with <a href="/at/yuka-shimura">Yuka Shimura</a>)<br />
Participation: Exhibition / Presentation<br/><br />
Title: <a href="/at/x-ray-train-lumiere-bros-to-shimura-bros">X-RAY TRAIN &#8211; LUMIÈRE BROS. to SHIMURA BROS.</a><br/><br />
Born in Yokohama, Japan in 1979. 2003 he graduated from Tokyo Polytechnic University, College of Art Department of Cinema. A Sister/Brother artist duo, Yuka and Kentaro SHIMURABROS. create works of motion images in formats such as media art, film and installation. A new expression of imagery is achieved through their inventions. &#8216;X-ray train&#8217; has award winners for the Yokohama Creative Area Competition.&#8217;SEKILALA-3 screen installation&#8217; presents the concept of live furniture which has been screened at Transgenesis exhibition in Czech Academy of Science and also 2007 Cannes International Film Festival. On December 5, 2008- February 15, 2009 &#8216;Hibernation / ART RINK&#8217; 9m hight public media art being held at the plaza, Yokohama Red Brick Warehouse No. 1. Web: <a href="http://www.shimurabros.com/" target="_blank">shimurabros.com</a></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/kentaro-shimura/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Hiroko Mugibayashi</title>
		<link>http://codedcultures.org/at/hiroko-mugibayashi/</link>
		<comments>http://codedcultures.org/at/hiroko-mugibayashi/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:33:54 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=584</guid>
		<description><![CDATA[<div id="hiroko_mugibayashi_div" class="artist scientist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mugiko_portrait2.gif" alt="Hiroko Mugibayashi" title="Hiroko Mugibayashi" width="169" height="162" /></div>
<div class="contentRight"><strong><a id="hiroko_mugibayashi" href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a> (Artist - Scientist / Japan)</strong>
Participation: <a href="/at/category/exhibition">Exhibition</a><br/>
Title: <a href="/at/moids">moids 2.0 - acoustic emergence structure</a><br/>with <a href="/at/kazuki-saita">Kazuki Saita</a> and <a href="/at/soichiro-mihara">Soichiro Mihara</a>

Interactive media Producer, Science writer, Media artist. CEO of AITIA Corporation of interactive media artcreation, Tokyo, Japan. Graduated from Institute of Advanced Media Arts and Sciences (IAMAS) with a Master's degree in Media Creation.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="hiroko_mugibayashi_div" class="artist scientist group exhibition presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/mugiko_portrait2.gif" alt="Hiroko Mugibayashi" title="Hiroko Mugibayashi" width="169" height="162" /></div>
<div class="contentRight"><strong><a id="hiroko_mugibayashi" href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a> (Artist &#8211; Scientist / Japan)</strong><br />
Participation: <a href="/at/category/exhibition">Exhibition</a><br/><br />
Title: <a href="/at/moids">moids 2.0 &#8211; acoustic emergence structure</a><br/>with <a href="/at/kazuki-saita">Kazuki Saita</a> and <a href="/at/soichiro-mihara">Soichiro Mihara</a></p>
<p>Interactive media Producer, Science writer, Media artist. CEO of AITIA Corporation of interactive media artcreation, Tokyo, Japan. Graduated from Institute of Advanced Media Arts and Sciences (IAMAS) with a Master&#8217;s degree in Media Creation.</p></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/hiroko-mugibayashi/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>UBERMORGEN.COM</title>
		<link>http://codedcultures.org/at/ubermorgencom/</link>
		<comments>http://codedcultures.org/at/ubermorgencom/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:30:11 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=605</guid>
		<description><![CDATA[<div id="ubermorgen_com_div" class="artist group presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lizvlx_web-copy.gif" alt="UBERMORGEN.COM: lizvlx" title="UBERMORGEN.COM: lizvlx" width="169" height="169" /><br/>
<img src="/at/wp-content/uploads/2009/03/hansbernhard_web2.gif" alt="UBERMORGEN.COM: Hans Bernhard" title="UBERMORGEN.COM: Hans Bernhard" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="UBERMORGEN.COM" href="/at/ubermorgencom">UBERMORGEN.COM</a> (Artists / AT/CH/USA)</strong>
Members: <a id="lizvlx">lizvlx</a> &#038; <a id="hans_bernhard">Hans Bernhard</a>
Participation: <a href="/at/category/presentation">Presentation</a><br/>
Title: <a href="/at/hot-to-design-hallucinatory-software">How to design hallucinatory software (The Generator Tetralogy)</a><br/>
UBERMORGEN.COM is an artist duo created in Vienna, Austria, by lizvlx and Hans Bernhard, a founder of etoy. Behind UBERMORGEN.COM we can find one of the most unmatchable identities – controversial and iconoclast – of the contemporary European techno-fine-art avant-garde. Their open circuit of conceptual art, drawing, software art, pixel- painting, computer installations, net.art, sculpture and digital activism (media hacking) transforms their brand into a hybrid Gesamtkunstwerk. The computer and the network are (ab)used to create art and combine its multiple forms. The permanent amalgamation of fact and fiction points toward an extremely expanded concept of one’s working materials, that for UBERMORGEN.COM also include (international) rights, democracy and global communication (input-feedback loops). “Ubermorgen” is the German word both for “the day after tomorrow” or “super-tomorrow”. Web: <a href="http://www.ubermorgen.com" target="_blank">ubermorgen.com</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="ubermorgen_com_div" class="artist group presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/lizvlx_web-copy.gif" alt="UBERMORGEN.COM: lizvlx" title="UBERMORGEN.COM: lizvlx" width="169" height="169" /><br/><br />
<img src="/at/wp-content/uploads/2009/03/hansbernhard_web2.gif" alt="UBERMORGEN.COM: Hans Bernhard" title="UBERMORGEN.COM: Hans Bernhard" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="UBERMORGEN.COM" href="/at/ubermorgencom">UBERMORGEN.COM</a> (Artists / AT/CH/USA)</strong><br />
Members: <a id="lizvlx">lizvlx</a> &#038; <a id="hans_bernhard">Hans Bernhard</a><br />
Participation: <a href="/at/category/presentation">Presentation</a><br/><br />
Title: <a href="/at/hot-to-design-hallucinatory-software">How to design hallucinatory software (The Generator Tetralogy)</a><br/><br />
UBERMORGEN.COM is an artist duo created in Vienna, Austria, by lizvlx and Hans Bernhard, a founder of etoy. Behind UBERMORGEN.COM we can find one of the most unmatchable identities – controversial and iconoclast – of the contemporary European techno-fine-art avant-garde. Their open circuit of conceptual art, drawing, software art, pixel- painting, computer installations, net.art, sculpture and digital activism (media hacking) transforms their brand into a hybrid Gesamtkunstwerk. The computer and the network are (ab)used to create art and combine its multiple forms. The permanent amalgamation of fact and fiction points toward an extremely expanded concept of one’s working materials, that for UBERMORGEN.COM also include (international) rights, democracy and global communication (input-feedback loops). “Ubermorgen” is the German word both for “the day after tomorrow” or “super-tomorrow”. Web: <a href="http://www.ubermorgen.com" target="_blank">ubermorgen.com</a></div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://codedcultures.org/at/ubermorgencom/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Gottfried Haider</title>
		<link>http://codedcultures.org/at/gottfried-haider/</link>
		<comments>http://codedcultures.org/at/gottfried-haider/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:23:34 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=602</guid>
		<description><![CDATA[<div id="gottfried_haider_div" class="artist presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/g.gif" alt="Gottfried Haider" title="Gottfried Haider" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="gottfried_haider" href="/at/gottfried-haider">Gottfried Haider</a> (Artist / Austria)</strong>
Project: Craving (with <a href="/at/bernhard-garnicnig">Bernhard Garnicnig</a>)
Participation: Presentation / Associated Event<br/>
Title: <a href="/at/craving">Craving</a><br/>
Gottfried Haider studies Digital Arts at the University for Applied Arts Vienna. He is interested in urban sound scape theory and currently researching on the interdependencies of the algorithmic acquisition of space, its coexistent manipulation and numerology. He lives and works in Vienna. Web: <a href="http://gottfriedhaider.com" target="_blank">gottfriedhaider.com</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="gottfried_haider_div" class="artist presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/g.gif" alt="Gottfried Haider" title="Gottfried Haider" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="gottfried_haider" href="/at/gottfried-haider">Gottfried Haider</a> (Artist / Austria)</strong><br />
Project: Craving (with <a href="/at/bernhard-garnicnig">Bernhard Garnicnig</a>)<br />
Participation: Presentation / Associated Event<br/><br />
Title: <a href="/at/craving">Craving</a><br/><br />
Gottfried Haider studies Digital Arts at the University for Applied Arts Vienna. He is interested in urban sound scape theory and currently researching on the interdependencies of the algorithmic acquisition of space, its coexistent manipulation and numerology. He lives and works in Vienna. Web: <a href="http://gottfriedhaider.com" target="_blank">gottfriedhaider.com</a></div>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Gordan Savicic</title>
		<link>http://codedcultures.org/at/gordan-savicic/</link>
		<comments>http://codedcultures.org/at/gordan-savicic/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:19:04 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[playfulness]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=596</guid>
		<description><![CDATA[<div id="gordan_savicic_div" class="artist group presentation exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/gsavicic_toygen.gif" alt="Gordan Savicic" title="Gordan Savicic" width="169" height="202" /></div>
<div class="contentRight"><strong><a id="gordan_savicic" href="/at/gordan-savicic">Gordan Savicic</a> (Artist / Austria)</strong>
Member of: Ludic Society
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/>
Title: <a href="/at/toygenosonic">ToyGenoSonic</a><br/>
Gordan Savicic (AT/NL) is an artist using software algorithms, experimental media and fine art  for his works which include games, interactive/passive installations and speculative hardware.  As a member of the Ludic Society he co-developed 'pataboards, haptic interfaces and game fashion. With ZugZwangZukunft he developed various Arcade Machine Modifications which have been shown internationally. Savicic co-founded an artistic new media lab in Rotterdam called moddr_ in 2007. His works have been shown in several countries, such as Japan (dis-locate), Germany (Transmediale), Spain (Arco Madrid) and the Netherlands (V2_), among others.  Savicic lives and works in Rotterdam and Vienna.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="gordan_savicic_div" class="artist group presentation exhibition">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/gsavicic_toygen.gif" alt="Gordan Savicic" title="Gordan Savicic" width="169" height="202" /></div>
<div class="contentRight"><strong><a id="gordan_savicic" href="/at/gordan-savicic">Gordan Savicic</a> (Artist / Austria)</strong><br />
Member of: Ludic Society<br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/toygenosonic">ToyGenoSonic</a><br/><br />
Gordan Savicic (AT/NL) is an artist using software algorithms, experimental media and fine art  for his works which include games, interactive/passive installations and speculative hardware.  As a member of the Ludic Society he co-developed &#8216;pataboards, haptic interfaces and game fashion. With ZugZwangZukunft he developed various Arcade Machine Modifications which have been shown internationally. Savicic co-founded an artistic new media lab in Rotterdam called moddr_ in 2007. His works have been shown in several countries, such as Japan (dis-locate), Germany (Transmediale), Spain (Arco Madrid) and the Netherlands (V2_), among others.  Savicic lives and works in Rotterdam and Vienna.</div>
</div>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Georg Tremmel</title>
		<link>http://codedcultures.org/at/georg-tremmel/</link>
		<comments>http://codedcultures.org/at/georg-tremmel/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:17:17 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=594</guid>
		<description><![CDATA[<div id="georg_tremmel_div" class="artist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/georg-roboto-kopie.jpg" alt="Georg Tremmel" title="Georg Tremmel" width="169" height="167" /></div>
<div class="contentRight"><strong><a id="georg_tremmel" href="/at/georg-tremmel">Georg Tremmel</a> (Artist / Austria)</strong>
Group: BCL (with <a href="/at/shiho-fukuhara">Shiho Fukuhara</a>)
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/>
Title: <a href="/at/common-flowers">Common Flowers / White Out (Bio-hacking and Open-sourcing)</a><br/>
Georg Tremmel studied Visual Media Art (Visuelle Mediengestaltung) at the University for Applied Art in Vienna and Interaction Design at the Royal College of Art in London, where he started his ongoing collaboration with Shiho Fukuhara. Their works were awarded serveral distinctions, including the NESTA Creative Pioneer Award, the Science Museum's Product of the Future Award, a 1st prize at VIPER Media Art Festival and a 2nd Prize at the Biotech in Business Forum in Cambridge, UK. Recently, they formed the artistic collaborative research framework BCL in to explore the relations, congruences and differences of biological and cultural codecs through artistic interventions and social research.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="georg_tremmel_div" class="artist group exhibition presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/georg-roboto-kopie.jpg" alt="Georg Tremmel" title="Georg Tremmel" width="169" height="167" /></div>
<div class="contentRight"><strong><a id="georg_tremmel" href="/at/georg-tremmel">Georg Tremmel</a> (Artist / Austria)</strong><br />
Group: BCL (with <a href="/at/shiho-fukuhara">Shiho Fukuhara</a>)<br />
Participation: <a href="/at/category/exhibition">Exhibition</a> / <a href="/at/category/presentations">Presentation</a><br/><br />
Title: <a href="/at/common-flowers">Common Flowers / White Out (Bio-hacking and Open-sourcing)</a><br/><br />
Georg Tremmel studied Visual Media Art (Visuelle Mediengestaltung) at the University for Applied Art in Vienna and Interaction Design at the Royal College of Art in London, where he started his ongoing collaboration with Shiho Fukuhara. Their works were awarded serveral distinctions, including the NESTA Creative Pioneer Award, the Science Museum&#8217;s Product of the Future Award, a 1st prize at VIPER Media Art Festival and a 2nd Prize at the Biotech in Business Forum in Cambridge, UK. Recently, they formed the artistic collaborative research framework BCL in to explore the relations, congruences and differences of biological and cultural codecs through artistic interventions and social research.</div>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>exonemo</title>
		<link>http://codedcultures.org/at/exonemo/</link>
		<comments>http://codedcultures.org/at/exonemo/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:15:18 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=591</guid>
		<description><![CDATA[<div id="exonemo_div" class="artist group exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/exonemo_prortrait.gif" alt="exonemo" title="exonemo" width="169" height="241" /></div>
<div class="contentRight"><strong><a id="exonemo" href="/at/exonemo">exonemo</a> (Artists / Japan)</strong>
Members: Yae Akaiwa &#038; Kensuke Sembo
Participation: <a href="/at/category/exhibition">Exhibition</a><br/>
Title: <a href="/at/danmatsumouse">Danmatsu Mouse</a><br/>
Artist unit comprising Kensuke Sembo and Yae Akaiwa. Since 1996, exonemo has presented experimental website productions, installations, and live performances by the equipment of its own making, crossing over various media, software/hardware and digital/analog. In 2006, it won Golden Nica Award of Ars Electronica in the category of Net Vision. While participating in many exhibitions and festivals at home and abroad, exonemo keeps extending its wide-ranging activities, such as managing the Tokyo chapter of "dorkbot," a worldwide community that is "doing strange things with electricity." exonemo is based in Tokyo and <a href="http://exonemo.com" target="_blank">exonemo.com</a>.</div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="exonemo_div" class="artist group exhibition">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/exonemo_prortrait.gif" alt="exonemo prortrait exonemo" title="exonemo" width="169" height="241" /></div>
<div class="contentRight"><strong><a id="exonemo" href="/at/exonemo">exonemo</a> (Artists / Japan)</strong><br />
Members: Yae Akaiwa &#038; Kensuke Sembo<br />
Participation: <a href="/at/category/exhibition">Exhibition</a><br/><br />
Title: <a href="/at/danmatsumouse">Danmatsu Mouse</a><br/><br />
Artist unit comprising Kensuke Sembo and Yae Akaiwa. Since 1996, exonemo has presented experimental website productions, installations, and live performances by the equipment of its own making, crossing over various media, software/hardware and digital/analog. In 2006, it won Golden Nica Award of Ars Electronica in the category of Net Vision. While participating in many exhibitions and festivals at home and abroad, exonemo keeps extending its wide-ranging activities, such as managing the Tokyo chapter of &#8220;dorkbot,&#8221; a worldwide community that is &#8220;doing strange things with electricity.&#8221; exonemo is based in Tokyo and <a href="http://exonemo.com" target="_blank">exonemo.com</a>.</div>
</div>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Bernhard Garnicnig</title>
		<link>http://codedcultures.org/at/bernhard-garnicnig/</link>
		<comments>http://codedcultures.org/at/bernhard-garnicnig/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 12:12:43 +0000</pubDate>
		<dc:creator>astrid</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=587</guid>
		<description><![CDATA[<div id="bernhard_garnicnig_div" class="artist presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/b.gif" alt="Bernhard Garnicnig" title="Bernhard Garnicnig" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="bernhard_garnicnig" href="/at/bernhard-garnicnig">Bernhard Garnicnig</a> (Artist / Austria)</strong>
Project: Craving (with <a href="/at/gottfried-haider">Gottfried Haider</a>)
Participation: <a href="/at/category/presentations">Presentation</a> / Associated Event<br/>
Title: <a href="/at/craving">Craving</a><br/>
Bernhard Garnicnig studies Digital Arts at the University of Applied Arts and at the Academy of Fine Arts in Vienna. He is a founding member and co-curator of c17, an artist-run space in Vienna. His current work focuses on establishing social, institutional, theoretical, sculptural and audiovisual constellations. He lives and works in Vienna. Web: <a href="http://offspacecenter.com/infoblast" target="_blank">offspacecenter.com</a></div>

</div>]]></description>
			<content:encoded><![CDATA[<div id="bernhard_garnicnig_div" class="artist presentation">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/03/b.gif" alt="Bernhard Garnicnig" title="Bernhard Garnicnig" width="169" height="169" /></div>
<div class="contentRight"><strong><a id="bernhard_garnicnig" href="/at/bernhard-garnicnig">Bernhard Garnicnig</a> (Artist / Austria)</strong><br />
Project: Craving (with <a href="/at/gottfried-haider">Gottfried Haider</a>)<br />
Participation: <a href="/at/category/presentations">Presentation</a> / Associated Event<br/><br />
Title: <a href="/at/craving">Craving</a><br/><br />
Bernhard Garnicnig studies Digital Arts at the University of Applied Arts and at the Academy of Fine Arts in Vienna. He is a founding member and co-curator of c17, an artist-run space in Vienna. His current work focuses on establishing social, institutional, theoretical, sculptural and audiovisual constellations. He lives and works in Vienna. Web: <a href="http://offspacecenter.com/infoblast" target="_blank">offspacecenter.com</a></div>
</div>
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		<title>Aldo Tolino: beyond play: a taxonomy of ludic artefacts</title>
		<link>http://codedcultures.org/at/aldo-tolino-beyond-play/</link>
		<comments>http://codedcultures.org/at/aldo-tolino-beyond-play/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:35:43 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=556</guid>
		<description><![CDATA[<div class="artist researcher presentation" id="gaming_2_0_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/gaming-2-0-expression.gif" alt="Gaming 2.0" title="Gaming 2.0" width="169" height="144" />
</div>

<div class="contentRight">
<strong><a id="gaming_20" href="/at/aldo-tolino-beyond-play">beyond play: a taxonomy of ludic artefacts</a></strong>
Lecturer: <a href="/at/aldo_tolino">Aldo Tolino</a> (AT)<br/>
Ludic artefacts are media-objects, which are produced by computer gamers. They may be produced by a single player or in a team of players. The manifestations of these user-generated media-artefacts are multifaceted, but their analysis has shown that they can be mapped into a taxonomy of ludic artefacts. The presentation introduces this taxonomy and connects them with artistic game projects and works of the artist.</div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/gaming-2-0-1.jpg" width="540" class="detailPicture" title="Aldo Tolino: beyond play: a taxonomy of ludic artefacts" alt="gaming 2 0 1 Aldo Tolino: beyond play: a taxonomy of ludic artefacts" /></p>
<div class="detailContent">
<strong><em>Exploring media-artefacts from computer gamers, created by their players. Real-world applications.</em> (Jon Lebkowsky)</strong><br />
Ludic artefacts are media-objects, which are produced by computer gamers. Speedruns, Machinima-films or paper objects, which imitate game objects, could be given as examples. They may be produced by a single player or in a team of players. The manifestations of these user-generated media-artefacts are multifaceted, but their analysis has shown that they can be mapped into a taxonomy of ludic artefacts.</p>
<p>The presentation introduces this taxonomy and connects them with artistic game projects and works of the artist. Until now, very general categories like &#8220;machinima&#8221; made it very difficult to talk about player-created media artefacts. The presentation proposes 6 new categories for game artefacts (competition, construction, expression, performance, community and documentation; each containing 6 subgroups). With this new taxonomy of game-artefacts, it is now possible to systematically describe and discuss these ludic artefacts.
</p></div>
<div class="artistCV">
<strong><a href="/at/aldo-tolino">Aldo Tolino</a> (Austria)</strong><br />
Aldo Tolino is a media-philosopher and media-artist. His work and research is focused on the intersections of media-theory, art and games, especially user-collaboration, social networks, player-created artefacts, as well as in-game activism. In 2008, he received a PhD from the University for Applied Arts Vienna. His area of expertise as a university professor and teacher are the topics media literacy and media design. As a freelance artist he explores digital and analog textures and has realized various game-based art projects.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://gaming-2-0.blogs.sonance.net" target="_blank">gaming-2-0.blogs.sonance.net</a> &#8211; Blog of Aldo Tolino; The full research text (in German language, PDF-format) including many images and links can be found here.</li>
</ul>
</div>
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		<title>Common Flowers (Bio-hacking and Open-sourcing)</title>
		<link>http://codedcultures.org/at/common-flowers/</link>
		<comments>http://codedcultures.org/at/common-flowers/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:33:08 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=555</guid>
		<description><![CDATA[<div class="artist group exhibition presentation" id="Common_Flowers_Bio-hacking_and_Open-sourcing_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/bcl1.gif" alt="Common Flowers (Bio-hacking and Open-sourcing)" title="Common Flowers (Bio-hacking and Open-sourcing)" width="169" height="127" />
</div>

<div class="contentRight">
<strong><a id="flowers_presentation" href="/at/common-flowers">Common Flowers (Bio-hacking and Open-sourcing)</a></strong>
Group: BCL (AT/JP)</a>
Artists: <a href="/at/georg-tremmel">Georg Tremmel</a> <a href="/at/shiho-fukuhara">Shiho Fukuhara</a><br/>
Common Flowers proposes a mechanism of bio-sharing. By freeing ('jail-breaking') the flower from its destiny as a cut-flower and establishing a feral and 'natural' population of blue carnations, the flower will be given a chance to reconnect to the general gene-pool and to join again the evolution through natural selection. Common Flowers hopes to touch is the question of patents on plants and on life-forms in general. In particular what form of legal protection for their plants was granted and if the act of multiplicating plant cells constitutes a violation of Suntory's rights on the plant. Must this be considered an act of Bio-piracy or freeing prisoners?</div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/bcl_flowers.gif" width="540" class="detailPicture" title="Common Flowers (Bio hacking and Open sourcing)" alt="bcl flowers Common Flowers (Bio hacking and Open sourcing)" /></p>
<div class="detailContent">
<strong>Reverting genetically modified blue carnations back to its natural white state using open-source DIY bio-bending methods and procedures.</strong></p>
<p>&#8220;Common Flowers / White Out&#8221; reverses the effects of the modification of the petal colour in carnation (Dianthus caryophyllus L.) from white to blue through genetic manipulation. By using a DIY bio-bending approach, the genes which are responsible for the blue colour are exorcised from the plant and its orginal natural white colour is reinstated. &#8220;White Out&#8221; is the next logical step of the &#8220;Common Flowers&#8221; series, which laid the foundation by re-animating, multiplying and technically cloning the first commerically available and purely aesthetic GM product, Suntory’s blue &#8220;Moondust&#8221; carnations. The interest is less biotechno-centric, but more towards solidifying concepts of &#8220;bio-media&#8221; and &#8220;wetware&#8221;. &#8220;White Out&#8221; takes this process a step further by removing the previously introduced genetic material and creating a non-genetically modified plant from a previous GM plant. This double genetic manipulation negates the original intention and serves to question concepts of &#8220;change&#8221;, &#8220;nature&#8221;, and &#8220;manipulation&#8221; in the ongoing biosciences and in the wider social context.
</p></div>
<div class="artistCV">
<strong><a href="/at/shiho-fukuhara">Shiho Fukuhara</a> (Japan)</strong><br />
Shiho Fukuhara received a BA(Hons) in Fine Art from Central St Martins and continued her studies with an MA in Interaction Design at the Royal College of Art. Shiho was invited to participate at the Le Pavillion at the Palais de Tokyo in Paris in 2004 and was selected as Artist-in-Residence at IAMAS (Japan), ISEA 2008 in Singapore and most recently at Ambient TV in London. In her art projects she is investigating the relationships between art and science with a special interest in the social implications of emergent biotechnologies. </p>
<p><strong><a href="/at/georg-tremmel">Georg Tremmel</a> (Austria)</strong><br />
Georg Tremmel studied Visual Media Arts on the University of Applied Arts in Vienna and Interaction Design at the Royal College of Art in London, where he started his ongoing collaboration with Shiho Fukuhara. Their works were shown internationally and awarded serveral distinctions and honours. Most recently, they formed the artistic collaborative research framework BCL with the mission to explore the relations, congruences and differences of biological and cultural codes through artistic interventions and social research.</div>
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		<title>Craving</title>
		<link>http://codedcultures.org/at/craving/</link>
		<comments>http://codedcultures.org/at/craving/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:31:20 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=554</guid>
		<description><![CDATA[<div class="artist group presentation" id="craving_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/craving_vienna_jersey.gif" alt="Craving" title="Craving" width="169" height="104" />
</div>

<div class="contentRight">
<strong><a id="craving" href="/at/craving">Craving</a></strong>
Artists: <a href="/at/bernhard-garnicnig">Bernhard Garnicnig</a>, <a href="/at/gottfried-haider">Gottfried Haider</a> (AT)<br/>
In their presentation the artists will talk about the project Craving. The two artists set up a site specific spatial sound composition in the public space of Vienna's Donaucity district. The composition of sound and speech unfolds while listeners individually wander the outskirt high-rise area, wearing headphones and a GPS-equipped computing device that renders binaural sound as if it was around them. The project is based on their self-developed software Global Player. During the festival this project will be performed on several days (please see program).</div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/craving1.jpg" width="540" class="detailPicture" title="Craving" alt="craving1 Craving" /></p>
<div class="detailContent">
<strong>A Geo-Spatial Sound Composition for a Listener Moving Freely through Deserted Urban Landscapes</strong><br />
Craving is a site specific spatial sound composition set up by the two artists in the public space of Vienna’s Donaucity district. There they arranged musical and spoken sound fragments inspired by the late Sarah Kane’s play &#8220;Crave&#8221;. The selection of sounds and their spatial as well as temporal distribution follows a detailed study of the text and the emotional tectonics of the physical space itself. The latter one, which is reflected in features such as rhythms and flows of pedestrian movements and architectural layers.</p>
<p>The piece is experienced by the listener while he individually wanders though the outskirt high-rise area. He wears headphones and a GPS- and sensor equipped computing device, allowing the composition to unfold while he drifts through the area. A binaural sound simulation incorporates the sounds that have been affiliated by the artists to certain places into his acoustic environment, as if they were around him. While the listener explores the urban environment himself, he is also shaping his very own spatial sound narrative. The project is based on the artists’ self-developed software &#8220;Global Player&#8221;. </p>
</div>
<div class="artistCV">
<strong><a href="/at/bernhard-garnicnig">Bernhard Garnicnig</a>, <a href="/at/gottfried-haider">Gottfried Haider</a> (Austria)</strong><br />
Bernhard Garnicnig studies Digital Arts at the University for Applied Arts and at the Academy of Fine Arts in Vienna. He is a founding member of c17, an artist-run space in Vienna. His current work focuses on establishing social, theoretical, sculptural and audiovisual constellations.<br />
Gottfried Haider studies Digital Arts at the University for Applied Arts Vienna. He is interested in urban soundscape theory and researches the interdependencies of algorithmic acquisition of space, its coexistent manipulation and numerology.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://offspacecenter.com/infoblast" target="_blank">offspacecenter.com/infoblast</a> &#8211; Homepage of Bernhard Garnicnig</li>
<li><a href="http://gottfriedhaider.com/" target="_blank">gottfriedhaider.com</a> &#8211; Homepage of Gottfried Haider</li>
</ul>
</div>
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		<title>Mamoru Okuno &#8211; Performance: Etude for everyday objects</title>
		<link>http://codedcultures.org/at/etude-for-everyday-objects/</link>
		<comments>http://codedcultures.org/at/etude-for-everyday-objects/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:29:14 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[workshop]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=553</guid>
		<description><![CDATA[<div class="artist air performance presentation" id="etude_a_few_notes_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/mamoru.gif" alt="Mamoru: etude - a few notes" title="Mamoru: etude - a few notes" width="169" height="127" />
</div>

<div class="contentRight">
<strong><a id="etude_a_few_notes" href="/at/etude-for-everyday-objects">Performance: etude for everyday objects</a> 
(Lounge MUMOK)</strong>
Artists: <a href="/at/mamoru-okuno">Mamoru Okuno</a> (JP)<br/>
The recent project "etude" is focused on the little sounds all around our daily life. Giving new "frame" to the everyday object, the transformation takes place in the minds of participants and even in their hands. Loop samplers give free form of structure to mamoru’s improvisation, and the use of contact mic and contact speaker enable him to weave found-sounds into the sound performance.</div>
</div>]]></description>
			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/02/mamoru_okuno_etude.jpg" alt="Mamoru Okuno, Etude for everyday objects" title="Mamoru Okuno, Etude for everyday objects" width="540" class="detailPicture" />
</div>
<div class="detailContent">
<strong>My &#8220;etude&#8221; is a study of little sounds that can be generated by everyday objects. The performance is realized with unsynchronized loop-samplers that capture and layer the sound, one by one, forming one image to another.</strong></p>
<p>The word &#8220;etude&#8221; is often used to refer to short musical compositions emphasizing certain aspects of the composer in the form of a sketch. Mamoru&#8217;s &#8220;etude&#8221; is a series of works related to everyday objects, most of them cheap and easy to find, that are transformed into something unexpected by means of a simple idea.</p>
<p>etude no.7 &#8211; plastic straw: blow into either end of the straw very gently. Listen to the complex pattern of overtones ringing.<br />
etude no.12 &#8211; plastic film: compress certain amount of food folio and leave. Listen to it from a small distance.<br />
etude no.13 &#8211; ice cube: listen to the melting sound from a small distance.<br />
etude no.22 &#8211; glass bottle: use it to amplify other etude sounds. Use two of them like stereo head phones.<br />
etude no.31 &#8211; duct tapes: scratch or numb the surface of different kinds of tape.<br />
etude no.33 &#8211; sparkling water: put some starch into it. Try different things, too.
</p></div>
<div class="artistCV">
<strong><a href="/at/mamoru-okuno">Mamoru Okuno</a> (Japan)</strong><br />
Sound artist, born in Osaka, Japan. Graduated from City University of New York, BFA program for music in 2001. Most recent works &#8220;etude&#8221; is realized through everyday objects made into multiples, performance, installation, lecture or workshop. etude has been shown at quartier21/MQ (Vienna), SCHELTEMA (Leiden), BORG (Krems), Art&#038;Home (Yokohama), La Chambre Blanche, Laval University (Quebec), Nanahari (Tokyo), gallery wks. (Osaka), Rhode Island School of Design (Rhode Island), B-312 (Montreal) and other places.</div>
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		<title>moids 2.0 &#8211; acoustic emergence structure</title>
		<link>http://codedcultures.org/at/moids/</link>
		<comments>http://codedcultures.org/at/moids/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:26:54 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=552</guid>
		<description><![CDATA[<div class="artist group presentation exhibition" id="moids_2_0_acoustic_emergence_structure_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/moids.gif" alt="moids 2.0 - acoustic emergence structure" title="moids 2.0 - acoustic emergence structure" width="169" height="128" />
</div>

<div class="contentRight">
<strong><a id="moids_20_presentation" href="/at/moids">moids 2.0 - acoustic emergence structure</a></strong>
Artists: <a href="/at/kazuki-saita">Kazuki Saita</a> <a href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a> <a href="/at/soichiro-mihara">Soichiro Mihara</a> (JP)<br/>
The 'moids project' started in 2004 by Kazuki Saita, Soichiro Mihara,Hiroko Mugibayashi. The 'moids Project' is inspired by a lecture given by Dr. Moog about an invisible energy field related to acoustics. After pursuit of our several acoustic experiments, we came to focus on acoustic emergence as a result of an organic and decentralized process. In 'moids 2.0', we want to construct a mass of a single function units to explore the acoustic variations that can emerge in the structure. Compared to a single unit, how different will the acoustic emergence be? The moids project is one of the main research themes of Kinoshita Lab.</div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/moids20_cmyk.gif" width="540" class="detailPicture" title="moids 2.0   acoustic emergence structure" alt="moids20 cmyk moids 2.0   acoustic emergence structure" /></p>
<div class="detailContent">
<strong>Complexity goes beyond imagination of a single element so easily. The boundary between moids 2.0 and the surrounding environment melts down. Finally, it&#8217;s engulfed our wish of control and moids 2.0 become the existance that is unknown and nameless yet.</strong></p>
<p>The presented work moids 2.0 is the second version of our basic theme. After several pursuits, we came to focus on acoustics that emerge as a result of an organic and decentralized process. The core element of this acoustic emergence is what we call a &#8220;single reactive unit&#8221; consisting of an audible signal device, a microphone and a microchip. It generates audible signals when sound comes in. To realize a structure where units can be evenly arranged, we use a equilateral triangular metal frame and put a unit on each edge. The three units form fuzzy acoustic loops and react to the surrounding acoustic. By connecting metal frames, the acoustic structures and loops can be combined while maintaining distances, angles and of course the acoustic relation of units.</p>
<p>We constructed a mass of units with hacking electro-acoustic devices and tried to find an acoustic emergence that is possible with these potential existance only. Compared to a single function unit, how different will the acoustic emergence be?
</p></div>
<div class="artistCV">
<strong><a href="/at/kazuki-saita">Saita Kazuki</a>, <a href="/at/soichiro-mihara">Soichiro Mihara</a>, <a href="/at/hiroku-mugibayashi">Hiroko Mugibayashi</a> (Japan)</strong><br />
The three geeks began collaborating on the moids project in 2004 after hearing a lecture given by late Dr. Moog about an invisible energy field related to acoustics. They have since been active in the art field, exploring electronic / electric acoustics from an organic, decentralized angle. They are also founding members of the Kinoshita Laboratory, Tokyo since 2003 to realize collaborations in universal fields such as moids.</div>
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		<title>X-RAY TRAIN &#8211; LUMIÈRE BROS to SHIMURA BROS</title>
		<link>http://codedcultures.org/at/shimurabros/</link>
		<comments>http://codedcultures.org/at/shimurabros/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:24:42 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=551</guid>
		<description><![CDATA[<div class="artist presentation" id="X_RAY_TRAIN_LUMIERE_BROS_to_SHIMURA_BROS_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/shimura.gif" alt="X-RAY TRAIN - LUMIÈRE BROS to SHIMURA BROS" title="X-RAY TRAIN - LUMIÈRE BROS to SHIMURA BROS" width="169" height="130" />
</div>

<div class="contentRight">
<strong><a id="x_ray_train" href="/at/x-ray-train-lumiere-bros-to-shimura-bros">X-RAY TRAIN - LUMIÈRE BROS. to SHIMURA BROS.</a></strong>
Group: SHIMURABROS. (JP)</a>
Artists: <a href="/at/yuka-shimura">Yuka Shimura</a> <a href="/at/kentaro-shimura">Kentaro Shimura</a><br/>
In our presentation we want to talk about our challenge with one of the historical constraints/codes of film production/motion imagery. All motion imagery taken by camera is 2 dimensional though crucial developments in film have been made since 'Arrivée d'un train à la Ciotat. Shimurabros. not unlike the first pioneers Lumiere bros., approach from a fundamentally different perspective to extend film beyond the 2 dimensional limit.</div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/x-raytrain.gif" width="540" class="detailPicture" title="X RAY TRAIN   LUMIÈRE BROS to SHIMURA BROS" alt="x raytrain X RAY TRAIN   LUMIÈRE BROS to SHIMURA BROS" /></p>
<div class="detailContent">
This project was created to challenge one of the historical constraints / codes of film production / motion imagery. All motion imagery taken by camera is 2 dimensional though crucial developments in film have been made since &#8220;Arrive d’un train la Ciotat&#8221; (&#8221;Arrival of a train&#8221; 1895, the first film in the world directed by Lumière brothers). This early work and most film today focuses on projecting images using a two dimensional screen. SHIMURABROS., not unlike the first pioneers Lumière bros, approach from a fundamentally different perspective to extend film beyond the two-dimensional limit. SHIMURABROS. are determined that image exists in an actual three-dimensional space. This screen is formed by a sequence of special shielded film the sequence creates a phenomenon of persistence of vision in a three dimensional direction thus printing out ‘a solid form made of light’ in our retina. Medical technology, specifically a CT scanner creates, for us a new image experience, composed of photographic cross sections this image of the locamotive generates a luster like that of a precious stone for us.</p>
</div>
<div class="artistCV">
<strong>SHIMURABROS. (Japan)  (<a href="/at/yuko-shimura">Yuko Shimura</a>, <a href="/at/kentaro-shimura">Kentaro Shimura</a>)</strong><br />
A Sister / Brother artist duo, Yuka (b.1976) and Kentaro (b.1979) SHIMURABROS. create works of motion images in formats such as media art, film and installation. A new expression of imagery is achieved through their inventions. The &#8220;X-ray train&#8221; won the award for the Yokohama Creative Area Competition. &#8220;SEKILALA-3 screen installation&#8221; presents the concept of live furniture which has been screened at the exhibition Transgenesis (Czech Academy of Science) and the Cannes International Film Festival 2007.</div>
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		<title>Verina Gfader: I prefer not to use predictable paths</title>
		<link>http://codedcultures.org/at/verina-gfader-i-prefer-not-to-use-predictable-paths/</link>
		<comments>http://codedcultures.org/at/verina-gfader-i-prefer-not-to-use-predictable-paths/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:21:55 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=549</guid>
		<description><![CDATA[<div class="artist researcher presentation" id="I_prefer_not_to_use_predictable_paths_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/verina.gif" alt="I prefer not to use predictable paths" title="I prefer not to use predictable paths" width="169" height="156" />
</div>

<div class="contentRight">
<strong><a id="i_prefer_not_to_use_predictable_paths" href="/at/verina-gfader-i-prefer-not-to-use-predictable-paths">I prefer not to use predictable paths*</a></strong>
Lecturer: <a href="/at/verina-gfader">Verina Gfader</a> (FI)<br/>
The presentation interrogates the necessity of temporary frameworks and the precarious role of narratives within shifting territories, incorporating the risk of displacing one's voice. Manifest in the project BorderXing by artist Heath Bunting, the author explores - by virtually participating in his performance or activist gesture - the emergence of virtual interzones of power, law, geography and friendship. These interzones not only question a certain in- and simultaneous exclusion inherent to the work, but further describe processes of the criticality of an artwork potentially taking place beside so-called cultural progress.
 
*Excerpt from a mobile phone text message from Heath Bunting to the author, 22-Aug-07 15:31, during Bunting’s project BorderXing, commissioned by Galerie im Taxispalais, Innsbruck.</div>

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			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/gfader.gif" width="540" class="detailPicture" title="Verina Gfader: I prefer not to use predictable paths" alt="gfader Verina Gfader: I prefer not to use predictable paths" /></p>
<div class="detailContent">
<strong>An exploration of the complexities of formulating imaginative processes and some of the risks artistic agency undertakes by strategically taking not yet known paths. These un-formed paths invest a physical or territorial site that is always also a discursive site.</strong></p>
<p>I have been travelling a lot this year. The worries and unknown fears when I am passing time zones, that time passes too fast while I am in this passage and unstable environment, makes me aware of the power of the territorial. As a form of power it is a certain place or geography always expressing shifting relations to external movements, circumstances. Being in vast, and then almost immediately hyper-crowded places, suggests a constant inclusion and fast reworking of such relational forms of power, how they affect my own narrative, and thus give an idea of how variable the territorial in itself is. On my way from Perugia, Italy, back to London, the flight is delayed for about two hours due to adverse weather conditions. In a distractingly tiny waiting lounge at Perugia airport I read &#8220;Unbounded&#8221;, a recent text by Irit Rogoff in Networked Cultures (Irit Rogoff, Unbounded, pp.46-51. In: Peter Mörtenböck &#038; Helge Mooshammer (eds) Networked Cultures, Parallel Architectures and the Politics of Space, Rotterdam: NAi Publishers, 2008). In a way that maps out poignantly some of my own experiences – which I cannot write down or voice easily -, she describes the intrinsic link between territorialities and intellectual paradigms,<br />
and the necessity of working precisely within the complex zone where boundaries become sensitive and transparent. Indeed, only by inhabiting and reworking these boundaries is it possible to think about them as something that cannot &#8220;sustain their divisive capabilities&#8221; (Rogoff, 2008 p.51). If I’d draw a diagram of my movement, geographically &#8211; intellectually, it would then always be a projection or fiction &#8211; in other words, a sketch of a path virtually completed.</p>
<p>&#8220;I prefer not to use predictable paths&#8221; is an excerpt from a mobile phone text message from Heath Bunting to the author, 22-Aug-07 15:31, during Bunting’s project BorderXing, commissioned by Galerie im Taxispalais, Innsbruck.
</p></div>
<div class="artistCV">
<strong><a href="/at/verina-gfader">Verina Gfader</a> (Finland)</strong><br />
Verina Gfader is an artist and researcher based in London. Her interest is in the criticality of emerging practices and economies of art, addressing themes of non-linearity, modes of resistance, and articulations of the ‘active’ work. After completing a PhD at Central Saint Martins London, she joined CRUMB web resource for media art curators. Collaborating with Colm Lally (E:ventGallery London) they explore event structures, dialogical forms, agency and artistic inter-vention, in contemporary practices.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.sissutarka.org/" target="_blank">sissutarka.org/</a> &#8211; Homepage of Verina Gfader</li>
</ul>
</div>
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		<title>Takahiro Kaneshima: Far East Contemporaries</title>
		<link>http://codedcultures.org/at/far-east-contemporaries/</link>
		<comments>http://codedcultures.org/at/far-east-contemporaries/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:21:18 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=550</guid>
		<description><![CDATA[<div class="curator presentation" id="Far_East_Contemporaries_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/feclogo_080323_.gif" alt="Takahiro Kaneshima - Far East Contemporaries" title="Takahiro Kaneshima - Far East Contemporaries" width="169" height="72" />
</div>

<div class="contentRight">
<strong><a id="far_east_contemporaries" href="/at/far-east-contemporaries">Far East Contemporaries</a></strong>
Lecturer: <a href="/at/takahiro-kaneshima">Takahiro Kaneshima</a> (JP)<br/>
FEC founded in 2007 to provide the platform for artists who are active in East Asia. "ARTS" (Agent, Residence, Think-tank and Support) is the central core of our activities and all projects are artists' production oriented. In my lecture, I am going to introduce East Asian contemporary art scene which I understand through working, researching, writing and supporting artists' activities, such as "Under the Cheery blossoms and Indoor Hot Spring" project by Liu Xiaodong (2007, Yokohama), Hyatt Hotel Project by Liu Jianhua (2008, Shanghai), Platform Exhibition Project (2008, Seoul), "Discharge Mode to Order" project by Tsumura Kosuke and Kaneuji Teppei (2008, Yokohama), Media installation project by SHIMURABROS .(2008-09, Yokohama), AIR project between Yokohama and Beijing and "Contemporary airy crafts from Japan" exhibition which I am planning in the end of 2009, Taipei. This lecture will also give some chances to see the similarities and differences of Japan, China, Korea and Taiwan.</div>

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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/02/fec.jpg" alt="Far East Contemporaries" title="Far East Contemporaries" width="540" class="detailPicture" /><br />
Tsumura Kosuke x Kaneuji Teppei, Discharge Mode to Order, 2008</p>
</div>
<div class="detailContent">
<strong>FEC was founded in 2007 to provide the platform for artists who are active in East Asia. All projects are artists&#8217; production oriented &#8211; FEC supports their activities.</strong></p>
<p>The East Asian contemporary art scene becomes rapidly famous all over the world and has been dramatically changed within the last 5 years, especially in mainland China. FEC has been involved in interesting projects with East Asian artists: &#8220;Under the Cheery blossoms and Indoor Hot Spring&#8221; (Liu Xiaodong, Yokohama, 2007), &#8220;Hyatt Hotel&#8221; (Liu Jianhua, Shanghai, 2008), &#8220;Platform Exhibition&#8221; (Seoul, 2008), &#8220;Discharge Mode to Order&#8221; (Tsumura Kosuke and Kaneuji Teppei, Yokohama, 2008), Media installation projects by SHIMURABROS. (Yokohama, 2008-09) and AIR projects between Yokohama and Beijing (2007-09). These projects mentioned were showing that &#8220;interesting&#8221; things happen not at big art museums but at a smaller scale, since most of the art museums are too conservative to experiment or have not established yet in East Asia. Under these conditions, FEC aims to provide opportunities for East Asian artists to experiment together.</p>
</div>
<div class="artistCV">
<strong><a href="/at/takahiro-kaneshima">Takahiro Kaneshima</a></strong><br />
Takahiro Kaneshima, born 1977 in Tokyo. Director at FEC. Received the MA from the Graduate School of Media and Governance at Keio University and worked at NOKIA Research Center (Finland), TOSHIBA Digital Media Company (Japan) and Tokyo Gallery + BTAP (China) before founding FEC in 2007. Lives and works in Yokohama, Taipei and Beijing to research and experiment in the East Asian contemporary art scene by supporting artists’ production and organizing exchange programs.</div>
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		<title>Yuko Mohri: The execution of Mary</title>
		<link>http://codedcultures.org/at/bairdcast/</link>
		<comments>http://codedcultures.org/at/bairdcast/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:15:52 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[ehhibition]]></category>
		<category><![CDATA[fine arts]]></category>
		<category><![CDATA[machines]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[printer]]></category>
		<category><![CDATA[work]]></category>
		<category><![CDATA[yuko mohri]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=548</guid>
		<description><![CDATA[<div class="artist presentation" id="Bairdcast_Media:_A_History_of_Machine_Translation_div">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/mohri.gif" alt="Bairdcast Media: A History of Machine Translation" title="Bairdcast Media: A History of Machine Translation" width="169" height="130" />
</div>

<div class="contentRight">
<strong><a id="bairdcast_presentation" href="/at/the-execution-of-mary">The execution of Mary</a></strong>
Artist: <a href="/at/yuko-mohri">Yuko Mohri</a> (JP)<br/>
In her presentation Yuko Mohri's will talk about her installation-works and  her personal view on the history of machine translation. By this means she concentrates on the application of physical phenomena in the research of media theory.</div>

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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2008/10/mohri_rgb.jpg" alt="Bairdcast Media - A History of Machine Translation (past work)" title="Bairdcast Media - A History of Machine Translation (past work)" width="540" class="detailPicture" /><br />
Photo credit: Bairdcast Media &#8211; A History of Machine Translation (past work)
</div>
<div class="detailContent">
<strong>Yuko Mohri uses a scanner as a plate with salad and also a printer with four wheels which runs along a platform&#8230;?</strong></p>
<p>Everyday machines, such as computer devices for instance, are specifically designed to work with data; on the other hand, these machines carry within the possibility to be treated as real objects. In her installation, computer and data devices, used in an unconventional way, are subjected to unusual operations and becoming &#8220;performative objects&#8221;, open up unpredicted possibilities. The resulting images represent a record, which enables us to look at these media devices from another point of view. This installation is made of three main devices: a scanner is placed on the wall upright; a gadget made of gearwheels producing motion, is installed in front of the scanner; a printer with four wheels runs along a platform.
</p></div>
<div class="artistCV">
<strong><a href="/at/yuko-mohri">Yuko Mohri</a> (Japan)</strong><br />
Yuko Mohri, an artist, was born in 1980. Her main works, shown in Japan and abroad, include &#8220;Magnetic Organ&#8221; (2003), a three-dimensional piece using powerful magnetism, &#8220;Vexations&#8221; (2005, joint work with Soichiro Mihara), a sound installation using compositions by Erik Satie, and &#8220;Bairdcast Media&#8221; (2008), a three-dimensional work in which she attached wheels to a printer and made it run.</div>
<div class="detailUrls">
<ul>
<li><a href="http://mohrizm.net/" target="_blank">mohrizm.net</a> &#8211; Yuko Mohri&#8217;s Website</li>
<li><a href="http://www.flickr.com/photos/36562648@N07/3509437435/" target="_blank">Yuko Mohri on flickr
</ul>
</div>
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		<title>Martin Pichlmair: The Process and the Artefact</title>
		<link>http://codedcultures.org/at/the-process-and-the-artefact/</link>
		<comments>http://codedcultures.org/at/the-process-and-the-artefact/#comments</comments>
		<pubDate>Sun, 22 Feb 2009 23:56:27 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[machine]]></category>
		<category><![CDATA[pinball]]></category>
		<category><![CDATA[process and artefact]]></category>
		<category><![CDATA[researcher]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=543</guid>
		<description><![CDATA[<div id="process_and_artefact_div" class="artist scientist lecture">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/pichlmair.gif" alt="Martin Pichlmair - The Process and the Artefact" title="Martin Pichlmair - The Process and the Artefact" width="169" height="112" />
</div>
<div class="contentRight">
<strong><a id="the_process_and_the_artefact" href="/at/the-process-and-the-artefact">The Process and the Artefact</a></strong>
Lecturer: <a href="/at/martin-pichlmair">Martin Pichlmair</a> (AT)<br/>
In the lecture I will trace back a number influences on contemporary playful art forms (e.g. art games, interactive art, device art). Some of the preconditions for the emergence of playful art might be found in Marcel Duchamp's influence on the art world, some in the heritage of the dadaists, situationists, and practitioners of pataphysique. The preconditions in question are: valuing the process, being open for the experiment, artifacts replacing objects, and risking commercial viability. This lecture will invite a discussion about gadget benders as artists, the reinterpretation of the world as a game, and the economy of attention. And I will strive for finding a new role for the artist in this new media world.</div>

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			<content:encoded><![CDATA[<div class="detailContent">
Marcel Duchamp is famour for being the first artist to assign artistic value to mass-produced goods like urinals and water glasses, and for being a fore-runner of what would be later referred to as &#8220;interactive art&#8221; (Huhtamo 2004). The artistic act was assembling and re-framing artefacts. In his shadow, many art practices – particularly in the 1960s and 1970s – valued the process, documentation, and interactive practices over the work of art as object.</p>
<p><strong>Who creates culture?</strong><br />
There is much aesthetic production happening beyond the narrow boundaries of art. While many artists remain at the forefront of media-based production, pop culture is today’s defining cultural practice. The penetration of everyday life by the internet and networked technologies has greatly changed how, and by whom, culture is created. In other words, in a networked world everyone demands his 15 minutes of fame (Jenkins 2002). While the changed media landscape promotes amateur culture it is far from sustaining it. Most hypes are still generated by highly trained experts. Still, the gap between production and consumption that was drawn deeper by inventions like the book or the art market is bridged by cellphone video clips, Linux and Arduino Microcontrollers.</p>
<p><strong>Gadgets, gizmos and artefacts</strong><br />
Our world is full of gadgets, gizmos, and devices (Sterling, 2005), more and more of them networked. They sustain a social function additionally to their practical. In her introduction to Device Art (2006), Machiko Kusahara specifically highlights the experimental nature of devices. Needless to say, a lot of the art pieces of Toshio Iwai, Maywa Denki, and the other device artists are informed by popular culture. A device is placed into the hands of a user rather than a spectator. In the best tradition of interactive art, the empowered spectator is playing a significant role in the work of art. The artwork incorporates the spectator: </p>
<p><em>&#8220;Artists understood this very well, perfecting a series of devices that address spectators. if not as partners, then at least as intervening individuals in a process that would be meaningless without their intervention.&#8221;</em> (Poissant 2007, p. 245)</p>
<p>An artefact is a culturally informed document that takes the form of an object. From a certain angle, all objects are artefacts. Artefacts store information over time. They cannot be viewed in isolation but must be read in context of each other. Artefact modding – the art of conserving the cultural vectors of past technology by assigning it a new value – is an established artistic form nowadays. My own piece &#8220;bagatelle concrète&#8221; is but one example of many. It is a discourse on a once popular object. It is not art, but culture, isn’t it?</p>
<p>HUHTAMO, E. (2004): Trouble at the Interface, or the Identity Crisis of Interactive Art. Framework, The Finnish Art Review, 2/2004.<br />
JENKINS, H. (2002): Interactive Audiences? The ‘collective intelligence’ of media fans. Available at: http://web.mit.educms/People/henry3/collective%20intelligence.html<br />
KUSAHARA, M. (2006): Device Art: A New Form of Media Art from a Japanese Perspective. intelligent agent, 6/2. Available at: http://www.intelligentagent.com/archive/Vol6_No2_pacific_rim_kusahara.htm<br />
POISSANT, L. (2007): The Passage from Material to Interface. In: GRAU, O. (Ed.): MediaArtHistories. Cambridge, Massachusetts, The MIT Press.<br />
STERLING, B. (2005): Shaping Things. Cambridge, Massachusetts, The MIT Press.
</p></div>
<div class="artistCV">
<strong><a href="/at/martin-pichlmair">Martin Pichlmair</a> (Austria)</strong><br />
Martin Pichlmair is a media artist and researcher living and working in Vienna, Austria. Since he received his doctoral degree in informatics he works as assistant professor at the Institute of Design and Assessment of Technology at the Vienna University of Technology. His art pieces were shown at various international media art festivals and exhibitions. He is co-editor of the academic journal Eludamos &#8211; Journal for Computer Game Culture. Martin Pichlmair regularly reviews for and organises academic conferences and symposia. His research focus is on games, art, music, physical interfaces and the social role of software.
</div>
<div class="detailUrls">
<ul>
<li><a href="http://attacksyour.net/pi" target="_blank">attacksyour.net/pi</a> &#8211; Homepage of Martin Pichlmair</li>
</ul>
</div>
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		<title>Keynote Creating Proto-Culture: Infogenic Art</title>
		<link>http://codedcultures.org/at/creating-proto-culture-infogenic-art/</link>
		<comments>http://codedcultures.org/at/creating-proto-culture-infogenic-art/#comments</comments>
		<pubDate>Sun, 22 Feb 2009 23:42:03 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=539</guid>
		<description><![CDATA[<div id="keynote_fassler_div" class="scientist keynote">

<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/fassler.gif" alt="Manfred Fassler" title="Manfred Fassler" width="169" height="165" />
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<div class="contentRight">
<strong><a id="keynote_creating_proto-culture" href="/at/creating-proto-culture-infogenic-art">Keynote Creating Proto-Culture: Infogenic Art</a></strong>
Lecturer: <a href="/at/manfred-fassler">Manfred Faßler</a> (DE)<br/>
Information emerges in collisions, encounters and selections, not in streams. As formative elements of the m.i.t.-World (mediamorphic, infogenic, technogenic) encounter, collision and interaction define the conditions of autopoietic, creative, and decisive selection. They are located somewhere in between informational self-references and formative practices, not so much as general differences, but as variable interpretations, twists and fluxes of interrelation. Information is pure interactivity, not pure mathematics. Information as preselected and globally processed data-cluster is always &#187;Informations&#171; the global macro-diversity of 0/1 only exists under the translation and selectivity of micro-diversity, of bio- and system-diversity, under the parameters of Online-Offline-Localisation of actors. That has nothing to do with hybridisations, but with coevolutionary change, in which art is part.</div>

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			<content:encoded><![CDATA[<div class="detailContent">
<strong><a href="/at/manfred-fassler">Manfred Faßler</a><br />
Information as / is Proto-Culture</strong></p>
<p>Across computer- and neurosciences, the arts, theories of design, and techno- or media-sciences, a research of the becoming or emergence of form is springing up. Its central question is: how are forms related to the complexity of streams of matter, energy and informations? A kind of common sense accompanies this question. It is summed up in the headline: information first. The fragile,<br />
exciting encounters of informational programs &#8220;in form of&#8221; avatars, biocasting, e-card, RFID, ethnomorphing-programs, serious games, things that think, show us: there is no digital form but the status quo of informational poiesis and the ability of humans to share or produce the performance of informational coexistence between the multi-sensual body and the informational rest of the world. Today we deal with much more proto-forms, form-options, than with the spectacle of forms. Yet we lack a mutually informed cross-disciplinary inquiry into the infogenic fields of human cognition, expression, behavior, and creativity.</p>
<p>The traditional and heroic modern institutional orders were based on the definite priorities of forms. Starting with Plato or Pythagoras, the European history of the senses, cognition and invention was strictly framed by pre-cultural forms that no one could leave behind. It was a set of reachable orders; and complexities of human adaption and differences were defined as strictly reduced variations of these ideals. This was the source of what we know as a canon of forms, colors, knowledge and behavior.</p>
<p>Forms have been the trans-religious master narratives for more than two and a half thousand years. embedded in mathematics, the practices of calculation and digital effectiveness of explicit programming these priorities of forms, survived until today. Spencer-Brown&#8217;s Law of Form is an example for formalized generic principles, in which the differences between form, standards, conventions, selection and decision are neutralized for the sake of calculation or computing. But even mathematics are one of these languages, which humans invented and professionalized since more than three thousand years. And as a language this system of abstractions refers to the dynamics of ongoing co-evolutional changes of its rules and coded informational basis.</p>
<p>The basis of all co-evolutional changes are infogenic interrelations between information consumers, &#8211; are they biotic or abiotic systems. Therefore, I use the difference between information as signal and information as sign. A signal corresponds with immediate non-reflexive reaction that might start an observing gesture, &#8211; but must do not work that way. Signals are first impressions, accidental gifts &#8220;from the phenomenal world to the human brain-in-formation&#8221; (Barbara Maria Strafford). Over a long period signs have been performatives. But humans learned to differ between the accidental gifts and the self constructed option of line, circle, and sign. In the beginning of the invention of signs they were, regarding the hieroglyphs in Egypt religious culture, strictly coupled with the immediate meaning of signals. In Uruk, northern Iraq, Palestine and Greece, the idea became reality to free signs form one unmoveable meaning and to use signs, their combination and linear writing for different meanings or interpretation. From that time on, about 5.000 years ago, the sign was combined with the options of interpretation and, therefore, could be transformed into a re-combinative observing and expressive practice. Visible and readable signs opened the cognitive space for imaginative and fictional presence. Body, things, physiological encounters are transformed into an informational reality. With these artificial experiences new processes of inventions started.</p>
<p>Even though signs today are combined with the promise of almost instantaneous reactions, these complex patterns of interactivity carry the optional structure of content. Signs are the surface of information. They are invented, conventionalized, diffused and standardized. The transfer of signs between humans or in Human- ´What ever ´- Interfaces is always translation and transforming the connected fields of signs. This field-related existence of informational signs allows us to say that information is proto-culture and will be used as proto-culture. Information is not behind-the-scene, not behind the screen, it is the core of the non-formative monitoring of processes, proto-cultural coding.</p>
<p>In this sense, I will speak of infogenic fields and the infogenic human. I understand this as a criticism of the non-legitimated forms and the endless descriptions of the estimated qualities of pre-informational heritages. But it is not discoursive criticism alone. The critique comes from inside the forms, bodies, structures, it comes from the deep corporeal capacity for drawing one and numerous distinctions, using them as data and information. The inside is information. It is the discovery of relationships between the micrologics of differences, abstract structures and the real world of specific bodies, situations, events, cooperations, or collaborations. I will not derive some general claims out of this booming and buzzing universe of information. Thinking of CODED CULTURES, Coding Cultures, Coded Codes, I will take some steps into the direction of living complexities, like human-media-networks, locative media, works of art. They are internally heterogeneous, composed of a number of different clusters and properties, of different time-space-relations, or cybernetic localism and so on…</p>
<p>We need to formulate info-poetics of human adaption and self design, which integrates the three dimensions of matter-, energy-, and information-streams. With this hypothesis of complex synergies between the status of matter, energy, and information I accept NorbertWieners definition of the cybernetic focus: Information, neither matter, nor energy. But this difference cannot stand alone. For all biological, coding and aesthetic practices, information should be understood as a source of energy and artificial nurture, as &#8220;Lebensmittel&#8221;. Long time ago, the human biological system randomly invented the power of the artificial by using empathy and prospective ideas as additives to signals, non-verbal gestures, trans-situational wishes, that the moment will last for ever or a group could meet together under the same conditions that exist now. For example: The performance of passion and restraints was used as model for a coming situation. Within these processes of invention of time, space, different location, different time, same or different meanings, &#8211; speaking only about a few aspects -, the human biological system creates an internal monitor: cognition and, as a high end product, self-reflexivity, consciousness and self-evidence.</p>
<p>Codes became the key virtuals of human selforganisation.</p>
</div>
<div class="artistCV">
<strong><a href="/at/manfred-fassler">Manfred Faßler</a></strong><br />
Manfred Faßler is professor at the Goethe-University Frankfurt a.M. He has published a variety of books and numerous articles with the focus on Mediatheory, Media and Cognition, Human-Media-Inter(Re)Action, Digital Network, Cybernetics 2nd Order, binary Media and Cultures, Communication, Visualitiy and Mediaevolution. He was professor, researcher and lecturer at several national and international Universities such as Freie Universitaet Berlin, Uni. Kassel, Essen, Basel, Sao Paolo, Mailand, University of applied Arts Vienna and many more.</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.fame-frankfurt.de" target="_blank">fame-frankfurt.de</a> &#8211; Forschungsnetzwerk Anthropologie des Medialen</li>
<li><a href="http://www.uni-frankfurt.de/fb/fb09/kulturanthro/staff/fassler_home.html" target="_blank">uni-frankfurt.de/fb/fb09/kulturanthro/staff/fassler_home.html</a> &#8211; Homepage of Manfred Faßler</li>
</ul>
</div>
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		<title>Hisashi Muroi: Problems of the Body beyond Coded Cultures</title>
		<link>http://codedcultures.org/at/problems-of-the-body-beyond-coded-cultures/</link>
		<comments>http://codedcultures.org/at/problems-of-the-body-beyond-coded-cultures/#comments</comments>
		<pubDate>Sun, 22 Feb 2009 23:23:03 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Symposium]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=532</guid>
		<description><![CDATA[<div class="scientist lecture" id="Problems_of_the_Body_beyond_Coded_Cultures_div">
<div class="contentLeft">
<img src="/at/wp-content/uploads/2009/02/muroi.gif" alt="Hisashi Muroi - Problems of the Body beyond Coded Cultures" title="Hisashi Muroi - Problems of the Body beyond Coded Cultures" width="169" height="196" />
</div>
<div class="contentRight">
<strong><a id="Problems_of_the_Body_beyond_Coded_Cultures" href="/at/problems-of-the-body-beyond-coded-cultures">Problems of the Body beyond Coded Cultures</a></strong>
Lecturer: <a href="/at/hisashi-muroi">Hisashi Muroi</a> (JP)<br/>
What is forgotten in the current pop culture and digital culture is the "body". The way of speaking as if the human brain will be directly connected to cyberspace, or the whole universe will be transposed to binary data is nothing but a kind of metaphor. The actual problems are always and already arising inside our "bodies". New media makes "samplings" of the real world in new codes, and make new relations between the body and the world. It means that media are extension of the body. However, to extend the body does not mean anything more than driving cars, or becoming invincible hero in the fighting games. We are not always living with attaching such devices in our daily lives. For example, it is becoming almost impossible for Japanese young people to live without mobile phones, and they are receiving and sending e-mails anytime and anywhere. The act of typing with the thumb is indispensable elements of their everyday lives. However, it's not connected to only their desire for communication, but also to the pleasure of body that comes from pressing keys with their thumbs. „If this act were not comfortable for the body in the beginning, they would never so much devote themselves into sending e-mails. That is, the body always enables such feeling before the media or technologies. Thus, we should not forget that the "body" in the "exterior" of codes is forming our new experiences.</div>

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			<content:encoded><![CDATA[<div class="detailContent">
<strong>The digital civilization is drastically transforming our feeling of &#8220;reality&#8221;. But we must remember the problems of &#8220;the body&#8221; when we start to think bout new culture.</strong></p>
<p>What is forgotten in the current pop culture and digital culture are the problems of the &#8220;body&#8221;. The way of speaking as if the human brain was be directly connected to cyberspace, or the whole universe was be transposed to binary data, is nothing but a kind of metaphor. The actual problems always and already arise inside our &#8220;bodies&#8221;. New media makes &#8220;samplings&#8221; of the real world in new codes, and make new relations between the body and the world. That means that media is an extension of the body. However, to extend the body does not mean anything more than driving a car, or a becoming an invincible hero in fighting games. Our daily life does not always consist of such attached devices. The extended body produces new experiences of the world by catching the it in new media and new codes. It is said repeatedly, but true. However, is this extended &#8220;second reality&#8221; (the virtual reality) a mere representation of reality, or the completely different new &#8220;realities&#8221;? Or is it discovering the new aspect of reality hidden so far by experience in different codes?</p>
<p>I will consider the &#8220;Otaku&#8221; (nerd) culture or the pop culture in Japan. Otaku gives a greater importance to the delusion or dream produced from animation or comics than to reality. They think their two-dimensional world drawn by the simple lines is more &#8220;real&#8221; than the three-dimensional real world and think that it is a superior domain, which brings about an experience much denser than reality. This resembles the literary youth from the old days, which &#8220;threw away&#8221; reality and felt more real in the novels and movies. This leads only in the direction of constructing the virtual/fictional world, which will not return to the actual society or the actual historical situation, and is intently developed only in their brains. Here it is thought that the actual body is already unnecessary. But is that really right?</p>
<p>For example, it is becoming almost impossible for Japanese young people to live without mobile phones, they receive and send emails anytime and anywhere. The act of typing with the thumb is an indispensable element of their everyday life. However, it’s not only connected to their desire for communication, but also to the physical pleasure that comes from pressing keys with their thumbs. If this act were not fundamentally comfortable for the body in the the first place, they would never<br />
devote themselves as much into sending emails. If so, it is not true that the dream or delusion within the brain which Otaku culture delivers doesn’t need the physical body. Because the pleasure or sensation produced by this should come from the body itself, the desire also must derive from there. The state of the body should always be closely connected with both the actual history and the actual society. Yet, I don’t want to say, &#8220;Abandon media and return to the natural body&#8221;. However, I just want to empathize again that a video image and eyesight are still different. Producing only in a brain and an actual experience are also different. It is important to combine the body once again in such simulation or fiction made by media. It is the body that eats, sleeps, touches, runs and moves and it is your body connected with place, time, history and the others.</p>
<p>The body always enables such feelings before media or technologies. We should not forget that the &#8220;body&#8221; in the &#8220;exterior&#8221; of codes is forms our new experiences. </p>
</div>
<div class="artistCV">
<strong><a href="/at/hisashi-muroi">Hisashi Muroi</a></strong><br />
Hisashi Muroi is a philosopher born in 1955. Graduated from the Graduate School of Kyoto University. Professor of the course of Multimedia Studies in the Faculty of Education and Human Sciences, Yokohama National University. Publications: 1988a: &#8220;PostArt Ron&#8221; (On Post-Art), Hakuba-Shobo, Tokyo. 1988b: &#8220;Media no Senso-Kikai&#8221; (The War-Machine of Media), Shinyosha, Tokyo. 1991: &#8220;Johou Uchu Ron&#8221; (On Informatic Universe), Iwanamishoten, Tokyo. 1993: &#8220;Johou to Seimei&#8221; (Information and Life &#8211; Brain, Computer and Universe), Shinyosha, Tokyo (collaboration with Hiroshi Yoshioka). 2000: &#8220;Tetsugaku mondai to siteno Technology&#8221; (Technology as a philosophical question), Kohdansha, Tokyo.</div>
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		<title>BCL: Common Flowers / White Out</title>
		<link>http://codedcultures.org/at/bcl/</link>
		<comments>http://codedcultures.org/at/bcl/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 21:11:45 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=473</guid>
		<description><![CDATA[<div class="artist group exhibition" id="flowers_div">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/02/bcl.gif" alt="" width="169" height="130" alt="Common Flowers / White Out - BCL (Shiho Fukuhara &#038; Georg Tremmel, JP/AT)" title="Common Flowers / White Out - BCL (Shiho Fukuhara &#038; Georg Tremmel, JP/AT)" /></div>
<div class="contentRight"><strong><a id="common_flowers" href="/at/common-flowers">Common Flowers / White Out</a></strong>
Artists: BCL (<a href="/at/shiho-fukuhara">Shiho Fukuhara</a> &#038; <a href="/at/georg-tremmel">Georg Tremmel</a>, JP/AT)<br/>
This project proposes to reverse the genetic modification of blue carnations (Dianthus caryophyllus L.) back to it's original white state. The blue carnation is an socio-cultural important plant as it is the first GMO whose purpose is neither animal feed nor human food, but purely aesthetic consumption. Using biotech DIY methods, this project shows, that our biofuture is within our control and must not be without our responsibility.
</div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/bcl_flowers.gif" width="540" class="detailPicture" title="BCL: Common Flowers / White Out" alt="bcl flowers BCL: Common Flowers / White Out" /></p>
<div class="detailContent">
<strong>Reverting genetically modified blue carnations back to its natural white state using open-source DIY bio-bending methods and procedures.</strong></p>
<p>&#8220;Common Flowers / White Out&#8221; reverses the effects of the modification of the petal colour in carnation (Dianthus caryophyllus L.) from white to blue through genetic manipulation. By using a DIY bio-bending approach, the genes which are responsible for the blue colour are exorcised from the plant and its orginal natural white colour is reinstated. &#8220;White Out&#8221; is the next logical step of the &#8220;Common Flowers&#8221; series, which laid the foundation by re-animating, multiplying and technically cloning the first commerically available and purely aesthetic GM product, Suntory’s blue &#8220;Moondust&#8221; carnations. The interest is less biotechno-centric, but more towards solidifying concepts of &#8220;bio-media&#8221; and &#8220;wetware&#8221;. &#8220;White Out&#8221; takes this process a step further by removing the previously introduced genetic material and creating a non-genetically modified plant from a previous GM plant. This double genetic manipulation negates the original intention and serves to question concepts of &#8220;change&#8221;, &#8220;nature&#8221;, and &#8220;manipulation&#8221; in the ongoing biosciences and in the wider social context.
</p></div>
<div class="artistCV">
<strong><a href="/at/shiho-fukuhara">Shiho Fukuhara</a> (Japan)</strong><br />
Shiho Fukuhara received a BA(Hons) in Fine Art from Central St Martins and continued her studies with an MA in Interaction Design at the Royal College of Art. Shiho was invited to participate at the Le Pavillion at the Palais de Tokyo in Paris in 2004 and was selected as Artist-in-Residence at IAMAS (Japan), ISEA 2008 in Singapore and most recently at Ambient TV in London. In her art projects she is investigating the relationships between art and science with a special interest in the social implications of emergent biotechnologies. </p>
<p><strong><a href="/at/georg-tremmel">Georg Tremmel</a> (Austria)</strong><br />
Georg Tremmel studied Visual Media Arts on the University of Applied Arts in Vienna and Interaction Design at the Royal College of Art in London, where he started his ongoing collaboration with Shiho Fukuhara. Their works were shown internationally and awarded serveral distinctions and honours. Most recently, they formed the artistic collaborative research framework BCL with the mission to explore the relations, congruences and differences of biological and cultural codes through artistic interventions and social research.</div>
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		<title>DanmatsuMouse</title>
		<link>http://codedcultures.org/at/danmatsumouse/</link>
		<comments>http://codedcultures.org/at/danmatsumouse/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 21:11:11 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=471</guid>
		<description><![CDATA[<div class="artist group exhibition" id="danmatsu_div">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/02/danmatsumouse_exonemo.gif" width="169" height="127" alt="Danmatsu Mouse - exonemo (Yae Akaiwa &#038; Kensuke Sembo /JP)" title="DanmatsuMouse - exonemo (Yae Akaiwa &#038; Kensuke Sembo /JP)" /></div>
<div class="contentRight"><strong><a id="danmatsumouse" href="/at/danmatsumouse">DanmatsuMouse</a></strong>
Artists: <a href="/at/exonemo">exonemo</a> (Yae Akaiwa &#38; Kensuke Sembo, JP)<br/>
In the moment of destroying a computer mouse, the mouse as material and its cursor as data leave a "last statement". DanmatsuMouse captures this statement by video camera and computer program in parallel. By running the DanmatsuMouse-program on your computer, the image of destroying the mouse and the motion of the cursor will be replayed simultaneously on the desktop. The motion of the cursor is replayed using the real cursor on your computer, so you have a simulated experience of the moment of destroying the mouse.</div>

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			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/danmatsumouse_cmyk.jpg" width="540" class="detailPicture" title="DanmatsuMouse" alt="danmatsumouse cmyk DanmatsuMouse" /></p>
<div class="detailContent">
<strong>The desktop has a dying experience!!?</strong></p>
<p>Through smashing, cutting, slicing and burning the computer mouse, the movement of the mouse pointer on the desktop shows the screaming of the dying mouse. This is a software art piece showing an image of the connection between material and information.</p>
<p>In the moment of destroying a computer device, the mouse as material and its cursor as data leave a &#8220;last statement&#8221;. DanmatsuMouse captures this statement by video camera and a computer program in parallel. By running exonemo&#8217;s application on your computer, the image of destroying the mouse and the motion of the cursor will be replayed simultaneously on the desktop. The motion of the cursor is replayed using the real cursor on your computer, so you have a simulated experience of the moment of destroying the mouse.
</p></div>
<div class="artistCV">
<strong><a href="/at/exonemo">exonemo</a> (Japan)</strong><br />
Artist unit comprising Yae Akaiwa and Kensuke Sembo. Since 1996, exonemo has presented experimental website productions, installations, and live performances by the equipment of its own making, crossing over various media, software/hardware and digital/analog. In 2006 they won the Ars Electronica Golden Nica Award in the category of Net Vision. exonemo is based in Tokyo and exonemo.com.</div>
<div class="detailUrls">
<ul>
<li><a href="http://exonemo.com/" target="_blank">exonemo.com</a> &#8211; Homepage of exonemo</li>
</ul>
</div>
]]></content:encoded>
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		<title>moids 2.0 &#8211; acoustic emergence structure</title>
		<link>http://codedcultures.org/at/exhibition-5/</link>
		<comments>http://codedcultures.org/at/exhibition-5/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 21:10:29 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=467</guid>
		<description><![CDATA[<div id="moids_div" class="artist group exhibition presentation">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/02/moid.gif" alt="moids 2.0 - acoustic emergence structure" title="moids 2.0 - acoustic emergence structure" /></div>
<div class="contentRight"><strong><a id="moids_20_exhibition" href="/at/moids">moids 2.0 - acoustic emergence structure</a></strong>
Artists: <a href="/at/kazuki-saita">Kazuki Saita</a>, <a href="/at/soichiro-mihara">Soichiro Mihara</a>, <a href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a> (JP)<br/>
The 'moids project' started in 2004 by Kazuki Saita, Soichiro Mihara,Hiroko Mugibayashi. The 'moids Project' is inspired by a lecture given by Dr. Moog about an invisible energy field related to acoustics. After pursuit of our several acoustic experiments, we came to focus on acoustic emergence as a result of an organic and decentralized process. In 'moids 2.0', we want to construct a mass of a single function units to explore the acoustic variations that can emerge in the structure. Compared to a single unit, how different will the acoustic emergence be? The moids project is one of the main research themes of the Kinoshita Lab.
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			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/moids20_cmyk.gif" width="540" class="detailPicture" title="moids 2.0   acoustic emergence structure" alt="moids20 cmyk moids 2.0   acoustic emergence structure" /></p>
<div class="detailContent">
<strong>Complexity goes beyond imagination of a single element so easily. The boundary between moids 2.0 and the surrounding environment melts down. Finally, it&#8217;s engulfed our wish of control and moids 2.0 become the existance that is unknown and nameless yet.</strong></p>
<p>The presented work moids 2.0 is the second version of our basic theme. After several pursuits, we came to focus on acoustics that emerge as a result of an organic and decentralized process. The core element of this acoustic emergence is what we call a &#8220;single reactive unit&#8221; consisting of an audible signal device, a microphone and a microchip. It generates audible signals when sound comes in. To realize a structure where units can be evenly arranged, we use a equilateral triangular metal frame and put a unit on each edge. The three units form fuzzy acoustic loops and react to the surrounding acoustic. By connecting metal frames, the acoustic structures and loops can be combined while maintaining distances, angles and of course the acoustic relation of units.</p>
<p>We constructed a mass of units with hacking electro-acoustic devices and tried to find an acoustic emergence that is possible with these potential existance only. Compared to a single function unit, how different will the acoustic emergence be?
</p></div>
<div class="artistCV">
<strong><a href="/at/kazuki-saita">Saita Kazuki</a>, <a href="/at/soichiro-mihara">Soichiro Mihara</a>, <a href="/at/hiroko-mugibayashi">Hiroko Mugibayashi</a> (Japan)</strong><br />
The three geeks began collaborating on the moids project in 2004 after hearing a lecture given by late Dr. Moog about an invisible energy field related to acoustics. They have since been active in the art field, exploring electronic / electric acoustics from an organic, decentralized angle. They are also founding members of the Kinoshita Laboratory, Tokyo since 2003 to realize collaborations in universal fields such as moids.</div>
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		<title>Origami Space Race</title>
		<link>http://codedcultures.org/at/origami-space-race/</link>
		<comments>http://codedcultures.org/at/origami-space-race/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 21:10:03 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=465</guid>
		<description><![CDATA[<div id="origami_div" class="artist exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/02/sedlacek.gif" alt="Saslo Sedlacek - Origami Space Race" title="Saslo Sedlacek - Origami Space Race" /></div>
<div class="contentRight"><strong><a id="origami" href="/at/origami-space-race">Origami Space Race</a></strong>
Artist: <a href="/at/saso-sedlacek">Saso Sedlacek</a> (SLO)<br/>
Origami Space Race is an initiative project for alternative space program based on open source strategies. The projects aim is a turn in the approach to the space technology, a turn into more open perception and greater accessibility of space. The Origami Space Race started in 2008 between two different approaches; scientific and artistic. The race is about developing the best origami space airplane, with the final goal of initiating the open source space program as an alternative to official space programs.<span style="text-decoration: underline;">
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			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/sedlacek_origamispacerace_01.jpg" width="540" class="detailPicture" title="Origami Space Race" alt="sedlacek origamispacerace 01 Origami Space Race" /></p>
<div class="detailContent">
<strong>The Project challenges Japanese scientists in the manufacturing of origami space aircrafts. It stimulates and contributes to the future inventions in space technologies by applying open source strategies in space.</strong></p>
<p>Origami Space Race is an initiative project for an alternative space program based on open source strategies. It is a race for development of the best origami space airplane with the final goal of initiating the open source space program as an alternative to &#8220;official&#8221; space programs. The project’s main aim is a turn in the approach to the space technology, a turn towards more ecological technologies and into a more open perception and greater accessibility of space.</p>
<p>In this project, art functions as a stimulant for the idea being developed by Japanese scientists, who are planning to launch an origami aircraft from an international space station. This idea has the potential of becoming a starting point of a new generation of ecological spacecrafts as well as other origami structures applicable in space. Because of the extreme conditions in outer space, the technology being developed for these purposes could constitute the precondition for a technological revolution on Earth. The Origami Space Race project would like to stimulate and contribute to these future inventions.
</p></div>
<div class="artistCV">
<strong><a href="/at/saso-sedlacek">Saso Sedlacek</a> (Slovenia)</strong><br />
Slovenian artist Saso Sedlacek received several awards for his work (OHO, Vida 11, Spaport, Zogo Toy. He has been artist-in-residence in Germany, Japan, and the USA and has exhibited his work in Slovenia, Austria, France, Belgium, Italy, Serbia, Russia, Estonia, Japan, Taiwan, the USA and elsewhere (including notable exhibition venues such as the Secession in Vienna and the Lentos Art Museum in Linz). He has taken part in important international biennales (Taipei, Taiwan, 2008 and Ogaki, Japan, 2006) and festivals.</div>
<div class="detailUrls">
<ul>
<li><a href="http://www.sasosedlacek.com">sasosedlacek.com</a> &#8211; Homepage of Saso Sedlacek</li>
</ul>
</div>
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		<title>SHIMURABROS.: X-RAY TRAIN &#8211; LUMIÈRE BROS to SHIMURA BROS.</title>
		<link>http://codedcultures.org/at/x-ray-train-lumiere-bros-to-shimura-bros/</link>
		<comments>http://codedcultures.org/at/x-ray-train-lumiere-bros-to-shimura-bros/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 21:08:54 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[artist]]></category>
		<category><![CDATA[arts]]></category>
		<category><![CDATA[coded cultures]]></category>
		<category><![CDATA[historical]]></category>
		<category><![CDATA[lumiere]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[shimura bros]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=462</guid>
		<description><![CDATA[<div id="shimurabros_xray_div" class="artist group exhibition">
<div class="contentLeft"><img src="/at/wp-content/uploads/2009/02/x-ray.gif" alt="X-RAY TRAIN - LUMIERE BROS to SHIMURA BROS" title="X-RAY TRAIN - LUMIERE BROS to SHIMURA BROS" /></div>
<div class="contentRight"><strong><a id="x_ray_train_exhibition" href="/at/x-ray-train-lumiere-bros-to-shimura-bros">X-RAY TRAIN - LUMIERE BROS to SHIMURA BROS.</a></strong>
Artists: SHIMURABROS. (<a href="/at/yuka-shimura">Yuka Shimura</a> &#038; <a href="/at/kentaro-shimura">Kentaro Shimura</a> / JP)<br/>
This project was created to challenge one of the historical constraints/codes of film production/motion imagery. All motion imagery taken by camera is 2 dimensional though crucial developments in film have been made since 'Arrivée d'un train à la Ciotat. Shimurabros not unlike the first pioneers Lumiere bros, approach from a fundamentally different perspective to extend film beyond the 2 dimensional limit.
</span></div>

</div>]]></description>
			<content:encoded><![CDATA[<p><img src="/at/wp-content/uploads/2009/02/x-raytrain.gif" width="540" class="detailPicture" title="SHIMURABROS.: X RAY TRAIN   LUMIÈRE BROS to SHIMURA BROS." alt="x raytrain SHIMURABROS.: X RAY TRAIN   LUMIÈRE BROS to SHIMURA BROS." /></p>
<div class="detailContent">
This project was created to challenge one of the historical constraints / codes of film production / motion imagery. All motion imagery taken by camera is 2 dimensional though crucial developments in film have been made since &#8220;Arrive d’un train la Ciotat&#8221; (&#8221;Arrival of a train&#8221; 1895, the first film in the world directed by Lumière brothers). This early work and most film today focuses on projecting images using a two dimensional screen. SHIMURABROS., not unlike the first pioneers Lumière bros, approach from a fundamentally different perspective to extend film beyond the two-dimensional limit. SHIMURABROS. are determined that image exists in an actual three-dimensional space. This screen is formed by a sequence of special shielded film the sequence creates a phenomenon of persistence of vision in a three dimensional direction thus printing out ‘a solid form made of light’ in our retina. Medical technology, specifically a CT scanner creates, for us a new image experience, composed of photographic cross sections this image of the locamotive generates a luster like that of a precious stone for us.</p>
</div>
<div class="artistCV">
<strong>SHIMURABROS. (Japan)  (<a href="/at/yuka-shimura">Yuka Shimura</a>, <a href="/at/kentaro-shimura">Kentaro Shimura</a>)</strong><br />
A Sister / Brother artist duo, Yuka (b.1976) and Kentaro (b.1979) SHIMURABROS. create works of motion images in formats such as media art, film and installation. A new expression of imagery is achieved through their inventions. The &#8220;X-ray train&#8221; won the award for the Yokohama Creative Area Competition. &#8220;SEKILALA-3 screen installation&#8221; presents the concept of live furniture which has been screened at the exhibition Transgenesis (Czech Academy of Science) and the Cannes International Film Festival 2007.</div>
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		<title>INTERLUDE</title>
		<link>http://codedcultures.org/at/interlude/</link>
		<comments>http://codedcultures.org/at/interlude/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 20:35:11 +0000</pubDate>
		<dc:creator>root</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=456</guid>
		<description><![CDATA[<div id="interlude_div" class="artist exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2009/02/tetsuya.gif" alt="INTERLUDE - Tetsuya Umeda" title="INTERLUDE - Tetsuya Umeda" /></div>
<div class="contentRight"><strong><a id="interlude" href="/at/interlude">INTERLUDE</a></strong>
Artist: <a href="/at/tetsuya-umeda">Tetsuya Umeda</a> (JP)<br/>
Altering fans, televisions, and other everyday appliances, converting their functions into something utterly different, UMEDA creates objets freed from their original meanings. His works, created to suit the spaces in which they will be installed, use utterly familiar, commonplace phenomena, channeled through his clever handiness and unique spatial sensibility, to create mysterious, seemingly impossible sensations. They thereby free one from rigid perceptions constrained by preconceived ideas.<span style="text-decoration: underline;">
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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2009/02/umeda.gif" alt="kazana / Ogaki Biennale 2008, Photo by Ota Ikkoshi (IAMAS)" title="kazana / Ogaki Biennale 2008, Photo by Ota Ikkoshi (IAMAS)" width="540" class="detailPicture" /><br />
Photo credit: kazana / Ogaki Biennale 2008, Photo by Ota Ikkoshi (IAMAS)
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<strong>mixed media installation</strong></p>
<p>Altering fans, televisions, and other everyday appliances, converting their functions into something utterly diff erent, UMEDA creates objects freed from their original meanings. His works, created to suit the spaces in which they will be installed, use utterly familiar, commonplace phenomena, channeled through his clever handiness and unique spatial sensibility, to create mysterious, seemingly impossible sensations. They thereby free you from rigid perceptions constrained by preconceived ideas.
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<div class="artistCV">
<strong><a href="/at/tetsuya-umeda">Tetsuya Umeda</a> (Japan)</strong><br />
Tetsuya Umeda works in performances and installations, focusing on sound and space. He has participated in music festivals such as &#8220;Install&#8221; (2006, Scotland) and &#8220;Musiques Volantes&#8221; (2008, France) and in a variety of exhibitions and events, including &#8220;Sound Art Lab&#8221; (2005, Osaka), &#8220;The Listening Project&#8221; (2006, London), &#8220;Waitool Sounds&#8221; (2007, San Francisco), &#8220;Sound Effects Seoul&#8221; (2007, Seoul), and &#8220;Blurrr&#8221; (2007, Tel Aviv).</div>
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		<title>submission</title>
		<link>http://codedcultures.org/at/submission/</link>
		<comments>http://codedcultures.org/at/submission/#comments</comments>
		<pubDate>Tue, 28 Oct 2008 13:09:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=173</guid>
		<description><![CDATA[http://80.109.17.21/?p=173
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			<content:encoded><![CDATA[<p>http://80.109.17.21/?p=173</p>
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		<title>Yuko Mohri: The execution of Mary</title>
		<link>http://codedcultures.org/at/the-execution-of-mary/</link>
		<comments>http://codedcultures.org/at/the-execution-of-mary/#comments</comments>
		<pubDate>Thu, 23 Oct 2008 18:33:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[coded cultures]]></category>

		<guid isPermaLink="false">http://codedcultures.org/at/?p=57</guid>
		<description><![CDATA[<div id="bairdcast_div" class="artist exhibition">

<div class="contentLeft"><img src="/at/wp-content/uploads/2008/10/mohri.gif" alt="Bairdcast Media - Yuko Mohri" title="Bairdcast Media - Yuko Mohri" /></div>
<div class="contentRight"><strong><a id="bairdcast_exhibition" href="/at/bairdcast">The execution of Mary</a></strong>
Aritist: <a href="/at/yuko-mohri">Yuko Mohri</a> (JP)<br/>
Yuko Mohri uses a scanner as a plate with salad, and also a printer with four wheels runs along a platform...? In her installation, computer and data devices, used in an unconventional way, are subjected to unusual operations and becoming "performative objects", open up unpredicted possibilities. This installation is made of three main devices: A scanner is placed on the wall upright; a gadget made of gearwheels producing motion, is installed in front of scanner; a printer with four wheels runs along a platform. <span style="text-decoration: underline;">
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			<content:encoded><![CDATA[<div class="photocredit"><img src="/at/wp-content/uploads/2008/10/mohri_rgb.jpg" alt="Bairdcast Media - A History of Machine Translation (past work)" title="Bairdcast Media - A History of Machine Translation (past work)" width="540" class="detailPicture" /><br />
Photo credit: Bairdcast Media &#8211; A History of Machine Translation (past work)
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<strong>Yuko Mohri uses a scanner as a plate with salad and also a printer with four wheels which runs along a platform&#8230;?</strong></p>
<p>Everyday machines, such as computer devices for instance, are specifically designed to work with data; on the other hand, these machines carry within the possibility to be treated as real objects. In her installation, computer and data devices, used in an unconventional way, are subjected to unusual operations and becoming &#8220;performative objects&#8221;, open up unpredicted possibilities. The resulting images represent a record, which enables us to look at these media devices from another point of view. This installation is made of three main devices: a scanner is placed on the wall upright; a gadget made of gearwheels producing motion, is installed in front of the scanner; a printer with four wheels runs along a platform.
</p></div>
<div class="artistCV">
<strong><a href="/at/yuko-mohri">Yuko Mohri</a> (Japan)</strong><br />
Yuko Mohri, an artist, was born in 1980. Her main works, shown in Japan and abroad, include &#8220;Magnetic Organ&#8221; (2003), a three-dimensional piece using powerful magnetism, &#8220;Vexations&#8221; (2005, joint work with Soichiro Mihara), a sound installation using compositions by Erik Satie, and &#8220;Bairdcast Media&#8221; (2008), a three-dimensional work in which she attached wheels to a printer and made it run.</div>
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